blob: 67a40d94da8c5a446ac3c253cc5473603228b290 [file] [log] [blame]
/*
* Copyright © 2013 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file builtin_functions.cpp
*
* Support for GLSL built-in functions.
*
* This file is split into several main components:
*
* 1. Availability predicates
*
* A series of small functions that check whether the current shader
* supports the version/extensions required to expose a built-in.
*
* 2. Core builtin_builder class functionality
*
* 3. Lists of built-in functions
*
* The builtin_builder::create_builtins() function contains lists of all
* built-in function signatures, where they're available, what types they
* take, and so on.
*
* 4. Implementations of built-in function signatures
*
* A series of functions which create ir_function_signatures and emit IR
* via ir_builder to implement them.
*
* 5. External API
*
* A few functions the rest of the compiler can use to interact with the
* built-in function module. For example, searching for a built-in by
* name and parameters.
*/
/**
* Unfortunately, some versions of MinGW produce bad code if this file
* is compiled with -O2 or -O3. The resulting driver will crash in random
* places if the app uses GLSL.
* The work-around is to disable optimizations for just this file. Luckily,
* this code is basically just executed once.
*
* MinGW 4.6.3 (in Ubuntu 13.10) does not have this bug.
* MinGW 5.3.1 (in Ubuntu 16.04) definitely has this bug.
* MinGW 6.2.0 (in Ubuntu 16.10) definitely has this bug.
* MinGW 7.3.0 (in Ubuntu 18.04) does not have this bug. Assume versions before 7.3.x are buggy
*/
#include "util/detect_cc.h"
#if defined(__MINGW32__) && (DETECT_CC_GCC_VERSION < 703)
#warning "disabling optimizations for this file to work around compiler bug"
#pragma GCC optimize("O1")
#endif
#include <stdarg.h>
#include <stdio.h>
#include "util/simple_mtx.h"
#include "main/consts_exts.h"
#include "main/shader_types.h"
#include "main/shaderobj.h"
#include "ir_builder.h"
#include "glsl_parser_extras.h"
#include "program/prog_instruction.h"
#include <math.h>
#include "builtin_functions.h"
#include "util/hash_table.h"
#ifndef M_PIf
#define M_PIf ((float) M_PI)
#endif
#ifndef M_PI_2f
#define M_PI_2f ((float) M_PI_2)
#endif
#ifndef M_PI_4f
#define M_PI_4f ((float) M_PI_4)
#endif
using namespace ir_builder;
static simple_mtx_t builtins_lock = SIMPLE_MTX_INITIALIZER;
/**
* Availability predicates:
* @{
*/
static bool
always_available(const _mesa_glsl_parse_state *)
{
return true;
}
static bool
compatibility_vs_only(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_VERTEX &&
(state->compat_shader || state->ARB_compatibility_enable) &&
!state->es_shader;
}
static bool
derivatives_only(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT ||
(state->stage == MESA_SHADER_COMPUTE &&
state->NV_compute_shader_derivatives_enable);
}
static bool
gs_only(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_GEOMETRY;
}
/* For texture functions moved to compat profile in GLSL 4.20 */
static bool
deprecated_texture(const _mesa_glsl_parse_state *state)
{
return state->compat_shader || !state->is_version(420, 0);
}
static bool
deprecated_texture_derivatives_only(const _mesa_glsl_parse_state *state)
{
return (deprecated_texture(state) && derivatives_only(state)) || state->allow_vertex_texture_bias;
}
static bool
v110(const _mesa_glsl_parse_state *state)
{
return !state->es_shader;
}
static bool
v110_deprecated_texture(const _mesa_glsl_parse_state *state)
{
return !state->es_shader && deprecated_texture(state);
}
static bool
v110_derivatives_only_deprecated_texture(const _mesa_glsl_parse_state *state)
{
return v110_deprecated_texture(state) &&
derivatives_only(state);
}
static bool
v120(const _mesa_glsl_parse_state *state)
{
return state->is_version(120, 300);
}
static bool
v130(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 300);
}
static bool
v130_desktop(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 0);
}
static bool
v460_desktop(const _mesa_glsl_parse_state *state)
{
return state->is_version(460, 0);
}
static bool
v130_derivatives_only(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 300) &&
derivatives_only(state);
}
static bool
v140_or_es3(const _mesa_glsl_parse_state *state)
{
return state->is_version(140, 300);
}
static bool
v400_derivatives_only(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 0) &&
derivatives_only(state);
}
static bool
texture_rectangle(const _mesa_glsl_parse_state *state)
{
return state->ARB_texture_rectangle_enable;
}
static bool
texture_external(const _mesa_glsl_parse_state *state)
{
return state->OES_EGL_image_external_enable;
}
static bool
texture_external_es3(const _mesa_glsl_parse_state *state)
{
return state->OES_EGL_image_external_essl3_enable &&
state->es_shader &&
state->is_version(0, 300);
}
static bool
texture_shadow2Dext(const _mesa_glsl_parse_state *state)
{
return state->es_shader &&
state->EXT_shadow_samplers_enable;
}
/** True if texturing functions with explicit LOD are allowed. */
static bool
lod_exists_in_stage(const _mesa_glsl_parse_state *state)
{
/* Texturing functions with "Lod" in their name exist:
* - In the vertex shader stage (for all languages)
* - In any stage for GLSL 1.30+ or GLSL ES 3.00
* - In any stage for desktop GLSL with ARB_shader_texture_lod enabled.
*
* Since ARB_shader_texture_lod can only be enabled on desktop GLSL, we
* don't need to explicitly check state->es_shader.
*/
return state->stage == MESA_SHADER_VERTEX ||
state->is_version(130, 300) ||
state->ARB_shader_texture_lod_enable ||
state->EXT_gpu_shader4_enable;
}
static bool
lod_deprecated_texture(const _mesa_glsl_parse_state *state)
{
return deprecated_texture(state) && lod_exists_in_stage(state);
}
static bool
v110_lod_deprecated_texture(const _mesa_glsl_parse_state *state)
{
return !state->es_shader && lod_deprecated_texture(state);
}
static bool
texture_buffer(const _mesa_glsl_parse_state *state)
{
return state->is_version(140, 320) ||
state->EXT_texture_buffer_enable ||
state->OES_texture_buffer_enable;
}
static bool
shader_texture_lod(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_texture_lod_enable;
}
static bool
shader_texture_lod_and_rect(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_texture_lod_enable &&
state->ARB_texture_rectangle_enable;
}
static bool
shader_bit_encoding(const _mesa_glsl_parse_state *state)
{
return state->is_version(330, 300) ||
state->ARB_shader_bit_encoding_enable ||
state->ARB_gpu_shader5_enable;
}
static bool
shader_integer_mix(const _mesa_glsl_parse_state *state)
{
return state->is_version(450, 310) ||
state->ARB_ES3_1_compatibility_enable ||
(v130(state) && state->EXT_shader_integer_mix_enable);
}
static bool
shader_packing_or_es3(const _mesa_glsl_parse_state *state)
{
return state->ARB_shading_language_packing_enable ||
state->is_version(420, 300);
}
static bool
shader_packing_or_es3_or_gpu_shader5(const _mesa_glsl_parse_state *state)
{
return state->ARB_shading_language_packing_enable ||
state->ARB_gpu_shader5_enable ||
state->is_version(400, 300);
}
static bool
gpu_shader4(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable;
}
static bool
gpu_shader4_integer(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable &&
state->exts->EXT_texture_integer;
}
static bool
gpu_shader4_array(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable &&
state->exts->EXT_texture_array;
}
static bool
gpu_shader4_array_integer(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_array(state) &&
state->exts->EXT_texture_integer;
}
static bool
gpu_shader4_rect(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable &&
state->exts->NV_texture_rectangle;
}
static bool
gpu_shader4_rect_integer(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_rect(state) &&
state->exts->EXT_texture_integer;
}
static bool
gpu_shader4_tbo(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable &&
state->exts->EXT_texture_buffer_object;
}
static bool
gpu_shader4_tbo_integer(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_tbo(state) &&
state->exts->EXT_texture_integer;
}
static bool
gpu_shader4_derivs_only(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable &&
derivatives_only(state);
}
static bool
gpu_shader4_integer_derivs_only(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_derivs_only(state) &&
state->exts->EXT_texture_integer;
}
static bool
gpu_shader4_array_derivs_only(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_derivs_only(state) &&
state->exts->EXT_texture_array;
}
static bool
gpu_shader4_array_integer_derivs_only(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_array_derivs_only(state) &&
state->exts->EXT_texture_integer;
}
static bool
v130_or_gpu_shader4(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 300) || state->EXT_gpu_shader4_enable;
}
static bool
v130_or_gpu_shader4_and_tex_shadow_lod(const _mesa_glsl_parse_state *state)
{
return v130_or_gpu_shader4(state) &&
state->EXT_texture_shadow_lod_enable;
}
static bool
gpu_shader5(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 0) || state->ARB_gpu_shader5_enable;
}
static bool
gpu_shader5_es(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 320) ||
state->ARB_gpu_shader5_enable ||
state->EXT_gpu_shader5_enable ||
state->OES_gpu_shader5_enable;
}
static bool
gpu_shader5_or_OES_texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 320) ||
state->ARB_gpu_shader5_enable ||
state->EXT_texture_cube_map_array_enable ||
state->OES_texture_cube_map_array_enable;
}
static bool
es31_not_gs5(const _mesa_glsl_parse_state *state)
{
return state->is_version(0, 310) && !gpu_shader5_es(state);
}
static bool
gpu_shader5_or_es31(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 310) || state->ARB_gpu_shader5_enable;
}
static bool
shader_packing_or_es31_or_gpu_shader5(const _mesa_glsl_parse_state *state)
{
return state->ARB_shading_language_packing_enable ||
state->ARB_gpu_shader5_enable ||
state->is_version(400, 310);
}
static bool
gpu_shader5_or_es31_or_integer_functions(const _mesa_glsl_parse_state *state)
{
return gpu_shader5_or_es31(state) ||
state->MESA_shader_integer_functions_enable;
}
static bool
gpu_shader_half_float(const _mesa_glsl_parse_state *state)
{
return state->AMD_gpu_shader_half_float_enable;
}
static bool
fs_interpolate_at(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT &&
(state->is_version(400, 320) ||
state->ARB_gpu_shader5_enable ||
state->OES_shader_multisample_interpolation_enable);
}
static bool
fs_half_float_interpolate_at(const _mesa_glsl_parse_state *state)
{
return fs_interpolate_at(state) && gpu_shader_half_float(state);
}
static bool
texture_array_lod(const _mesa_glsl_parse_state *state)
{
return lod_exists_in_stage(state) &&
(state->EXT_texture_array_enable ||
(state->EXT_gpu_shader4_enable &&
state->exts->EXT_texture_array));
}
static bool
texture_array(const _mesa_glsl_parse_state *state)
{
return state->EXT_texture_array_enable ||
(state->EXT_gpu_shader4_enable &&
state->exts->EXT_texture_array);
}
static bool
texture_array_derivs_only(const _mesa_glsl_parse_state *state)
{
return derivatives_only(state) &&
texture_array(state);
}
static bool
texture_multisample(const _mesa_glsl_parse_state *state)
{
return state->is_version(150, 310) ||
state->ARB_texture_multisample_enable;
}
static bool
texture_multisample_array(const _mesa_glsl_parse_state *state)
{
return state->is_version(150, 320) ||
state->ARB_texture_multisample_enable ||
state->OES_texture_storage_multisample_2d_array_enable;
}
static bool
texture_samples_identical(const _mesa_glsl_parse_state *state)
{
return texture_multisample(state) &&
state->EXT_shader_samples_identical_enable;
}
static bool
texture_samples_identical_array(const _mesa_glsl_parse_state *state)
{
return texture_multisample_array(state) &&
state->EXT_shader_samples_identical_enable;
}
static bool
derivatives_texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
return state->has_texture_cube_map_array() &&
derivatives_only(state);
}
static bool
texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
return state->has_texture_cube_map_array();
}
static bool
v130_or_gpu_shader4_and_tex_cube_map_array(const _mesa_glsl_parse_state *state)
{
return texture_cube_map_array(state) &&
v130_or_gpu_shader4(state) &&
state->EXT_texture_shadow_lod_enable;
}
static bool
texture_query_levels(const _mesa_glsl_parse_state *state)
{
return state->is_version(430, 0) ||
state->ARB_texture_query_levels_enable;
}
static bool
texture_query_lod(const _mesa_glsl_parse_state *state)
{
return derivatives_only(state) &&
(state->ARB_texture_query_lod_enable ||
state->EXT_texture_query_lod_enable);
}
static bool
texture_gather_cube_map_array(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 320) ||
state->ARB_texture_gather_enable ||
state->ARB_gpu_shader5_enable ||
state->EXT_texture_cube_map_array_enable ||
state->OES_texture_cube_map_array_enable;
}
static bool
texture_texture4(const _mesa_glsl_parse_state *state)
{
return state->AMD_texture_texture4_enable;
}
static bool
texture_gather_or_es31(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 310) ||
state->ARB_texture_gather_enable ||
state->ARB_gpu_shader5_enable;
}
/* Only ARB_texture_gather but not GLSL 4.0 or ARB_gpu_shader5.
* used for relaxation of const offset requirements.
*/
static bool
texture_gather_only_or_es31(const _mesa_glsl_parse_state *state)
{
return !state->is_version(400, 320) &&
!state->ARB_gpu_shader5_enable &&
!state->EXT_gpu_shader5_enable &&
!state->OES_gpu_shader5_enable &&
(state->ARB_texture_gather_enable ||
state->is_version(0, 310));
}
/* Desktop GL or OES_standard_derivatives */
static bool
derivatives(const _mesa_glsl_parse_state *state)
{
return derivatives_only(state) &&
(state->is_version(110, 300) ||
state->OES_standard_derivatives_enable ||
state->consts->AllowGLSLRelaxedES);
}
static bool
derivative_control(const _mesa_glsl_parse_state *state)
{
return derivatives_only(state) &&
(state->is_version(450, 0) ||
state->ARB_derivative_control_enable);
}
static bool
half_float_derivatives(const _mesa_glsl_parse_state *state)
{
return derivatives(state) && gpu_shader_half_float(state);
}
static bool
half_float_derivative_control(const _mesa_glsl_parse_state *state)
{
return derivative_control(state) && gpu_shader_half_float(state);
}
/** True if sampler3D exists */
static bool
tex3d(const _mesa_glsl_parse_state *state)
{
/* sampler3D exists in all desktop GLSL versions, GLSL ES 1.00 with the
* OES_texture_3D extension, and in GLSL ES 3.00.
*/
return (!state->es_shader ||
state->OES_texture_3D_enable ||
state->language_version >= 300) && deprecated_texture(state);
}
static bool
derivatives_tex3d(const _mesa_glsl_parse_state *state)
{
return (!state->es_shader || state->OES_texture_3D_enable) &&
derivatives_only(state) && deprecated_texture(state);
}
static bool
tex3d_lod(const _mesa_glsl_parse_state *state)
{
return tex3d(state) && lod_exists_in_stage(state);
}
static bool
shader_atomic_counters(const _mesa_glsl_parse_state *state)
{
return state->has_atomic_counters();
}
static bool
shader_atomic_counter_ops(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_atomic_counter_ops_enable;
}
static bool
shader_atomic_counter_ops_or_v460_desktop(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_atomic_counter_ops_enable || v460_desktop(state);
}
static bool
shader_ballot(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_ballot_enable || state->KHR_shader_subgroup_ballot_enable;
}
static bool
ballot_arb(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_ballot_enable;
}
static bool
ballot_khr(const _mesa_glsl_parse_state *state)
{
return state->KHR_shader_subgroup_ballot_enable;
}
static bool
supports_arb_fragment_shader_interlock(const _mesa_glsl_parse_state *state)
{
return state->ARB_fragment_shader_interlock_enable;
}
static bool
supports_nv_fragment_shader_interlock(const _mesa_glsl_parse_state *state)
{
return state->NV_fragment_shader_interlock_enable;
}
static bool
shader_clock(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_clock_enable ||
state->EXT_shader_clock_enable;
}
static bool
shader_clock_int64(const _mesa_glsl_parse_state *state)
{
return (state->ARB_shader_clock_enable ||
state->EXT_shader_clock_enable) &&
(state->ARB_gpu_shader_int64_enable ||
state->AMD_gpu_shader_int64_enable);
}
static bool
shader_clock_realtime(const _mesa_glsl_parse_state *state)
{
return state->EXT_shader_realtime_clock_enable;
}
static bool
shader_clock_realtime_int64(const _mesa_glsl_parse_state *state)
{
return state->EXT_shader_realtime_clock_enable &&
state->ARB_gpu_shader_int64_enable;
}
static bool
shader_storage_buffer_object(const _mesa_glsl_parse_state *state)
{
return state->has_shader_storage_buffer_objects();
}
static bool
shader_trinary_minmax(const _mesa_glsl_parse_state *state)
{
return state->AMD_shader_trinary_minmax_enable;
}
static bool
shader_trinary_minmax_half_float(const _mesa_glsl_parse_state *state)
{
return shader_trinary_minmax(state) && gpu_shader_half_float(state);
}
static bool
shader_image_load_store(const _mesa_glsl_parse_state *state)
{
return (state->is_version(420, 310) ||
state->ARB_shader_image_load_store_enable ||
state->EXT_shader_image_load_store_enable);
}
static bool
shader_image_load_store_ext(const _mesa_glsl_parse_state *state)
{
return state->EXT_shader_image_load_store_enable;
}
static bool
shader_image_atomic(const _mesa_glsl_parse_state *state)
{
return (state->is_version(420, 320) ||
state->ARB_shader_image_load_store_enable ||
state->EXT_shader_image_load_store_enable ||
state->OES_shader_image_atomic_enable);
}
static bool
shader_image_atomic_exchange_float(const _mesa_glsl_parse_state *state)
{
return (state->is_version(450, 320) ||
state->ARB_ES3_1_compatibility_enable ||
state->OES_shader_image_atomic_enable ||
state->NV_shader_atomic_float_enable);
}
static bool
shader_image_atomic_add_float(const _mesa_glsl_parse_state *state)
{
return state->NV_shader_atomic_float_enable;
}
static bool
shader_image_size(const _mesa_glsl_parse_state *state)
{
return state->is_version(430, 310) ||
state->ARB_shader_image_size_enable;
}
static bool
shader_samples(const _mesa_glsl_parse_state *state)
{
return state->is_version(450, 0) ||
state->ARB_shader_texture_image_samples_enable;
}
static bool
gs_streams(const _mesa_glsl_parse_state *state)
{
return gpu_shader5(state) && gs_only(state);
}
static bool
fp64(const _mesa_glsl_parse_state *state)
{
return state->has_double();
}
static bool
int64_avail(const _mesa_glsl_parse_state *state)
{
return state->has_int64();
}
static bool
int64_fp64(const _mesa_glsl_parse_state *state)
{
return state->has_int64() && state->has_double();
}
static bool
shader_ballot_and_fp64(const _mesa_glsl_parse_state *state)
{
return shader_ballot(state) && fp64(state);
}
static bool
ballot_khr_and_fp64(const _mesa_glsl_parse_state *state)
{
return ballot_khr(state) && fp64(state);
}
static bool
compute_shader(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_COMPUTE;
}
static bool
compute_shader_supported(const _mesa_glsl_parse_state *state)
{
return state->has_compute_shader();
}
static bool
buffer_atomics_supported(const _mesa_glsl_parse_state *state)
{
return compute_shader(state) || shader_storage_buffer_object(state);
}
static bool
buffer_int64_atomics_supported(const _mesa_glsl_parse_state *state)
{
return state->NV_shader_atomic_int64_enable &&
buffer_atomics_supported(state);
}
static bool
barrier_supported(const _mesa_glsl_parse_state *state)
{
return compute_shader(state) ||
state->stage == MESA_SHADER_TESS_CTRL;
}
static bool
vote(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_group_vote_enable;
}
static bool
vote_ext(const _mesa_glsl_parse_state *state)
{
return state->EXT_shader_group_vote_enable;
}
static bool
vote_khr(const _mesa_glsl_parse_state *state)
{
return state->KHR_shader_subgroup_vote_enable;
}
static bool
vote_khr_and_fp64(const _mesa_glsl_parse_state *state)
{
return vote_khr(state) && fp64(state);
}
static bool
vote_or_v460_desktop(const _mesa_glsl_parse_state *state)
{
return state->KHR_shader_subgroup_vote_enable ||
state->EXT_shader_group_vote_enable ||
state->ARB_shader_group_vote_enable ||
v460_desktop(state);
}
static bool
vote_or_v460_desktop_and_fp64(const _mesa_glsl_parse_state *state)
{
return vote_or_v460_desktop(state) && fp64(state);
}
static bool
NV_shader_atomic_float_supported(const _mesa_glsl_parse_state *state)
{
return state->extensions->NV_shader_atomic_float;
}
static bool
shader_atomic_float_add(const _mesa_glsl_parse_state *state)
{
return state->NV_shader_atomic_float_enable;
}
static bool
shader_atomic_float_exchange(const _mesa_glsl_parse_state *state)
{
return state->NV_shader_atomic_float_enable ||
state->INTEL_shader_atomic_float_minmax_enable;
}
static bool
INTEL_shader_atomic_float_minmax_supported(const _mesa_glsl_parse_state *state)
{
return state->extensions->INTEL_shader_atomic_float_minmax;
}
static bool
shader_atomic_float_minmax(const _mesa_glsl_parse_state *state)
{
return state->INTEL_shader_atomic_float_minmax_enable;
}
static bool
demote_to_helper_invocation(const _mesa_glsl_parse_state *state)
{
return state->EXT_demote_to_helper_invocation_enable;
}
static bool
shader_integer_functions2(const _mesa_glsl_parse_state *state)
{
return state->INTEL_shader_integer_functions2_enable;
}
static bool
shader_integer_functions2_int64(const _mesa_glsl_parse_state *state)
{
return state->INTEL_shader_integer_functions2_enable && state->has_int64();
}
static bool
sparse_enabled(const _mesa_glsl_parse_state *state)
{
return state->ARB_sparse_texture2_enable;
}
static bool
v130_desktop_and_sparse(const _mesa_glsl_parse_state *state)
{
return v130_desktop(state) && state->ARB_sparse_texture2_enable;
}
static bool
texture_cube_map_array_and_sparse(const _mesa_glsl_parse_state *state)
{
return texture_cube_map_array(state) && state->ARB_sparse_texture2_enable;
}
static bool
v130_derivatives_only_and_sparse(const _mesa_glsl_parse_state *state)
{
return v130_derivatives_only(state) && state->ARB_sparse_texture2_enable;
}
static bool
derivatives_texture_cube_map_array_and_sparse(const _mesa_glsl_parse_state *state)
{
return derivatives_texture_cube_map_array(state) && state->ARB_sparse_texture2_enable;
}
static bool
texture_gather_and_sparse(const _mesa_glsl_parse_state *state)
{
return (gpu_shader5(state) || state->ARB_texture_gather_enable) &&
state->ARB_sparse_texture2_enable;
}
static bool
gpu_shader5_and_sparse(const _mesa_glsl_parse_state *state)
{
return gpu_shader5(state) && state->ARB_sparse_texture2_enable;
}
static bool
texture_multisample_and_sparse(const _mesa_glsl_parse_state *state)
{
return texture_multisample(state) &&
state->ARB_sparse_texture2_enable;
}
static bool
texture_multisample_array_and_sparse(const _mesa_glsl_parse_state *state)
{
return texture_multisample_array(state) &&
state->ARB_sparse_texture2_enable;
}
static bool
shader_image_load_store_and_sparse(const _mesa_glsl_parse_state *state)
{
return shader_image_load_store(state) &&
state->ARB_sparse_texture2_enable;
}
static bool
v130_desktop_and_clamp(const _mesa_glsl_parse_state *state)
{
return v130_desktop(state) && state->ARB_sparse_texture_clamp_enable;
}
static bool
texture_cube_map_array_and_clamp(const _mesa_glsl_parse_state *state)
{
return texture_cube_map_array(state) && state->ARB_sparse_texture_clamp_enable;
}
static bool
v130_derivatives_only_and_clamp(const _mesa_glsl_parse_state *state)
{
return v130_derivatives_only(state) && state->ARB_sparse_texture_clamp_enable;
}
static bool
derivatives_texture_cube_map_array_and_clamp(const _mesa_glsl_parse_state *state)
{
return derivatives_texture_cube_map_array(state) && state->ARB_sparse_texture_clamp_enable;
}
static bool
subgroup_basic(const _mesa_glsl_parse_state *state)
{
return state->KHR_shader_subgroup_basic_enable;
}
static bool
compute_shader_and_subgroup_basic(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_COMPUTE && state->KHR_shader_subgroup_basic_enable;
}
static bool
subgroup_shuffle(const _mesa_glsl_parse_state *state)
{
return state->KHR_shader_subgroup_shuffle_enable;
}
static bool
subgroup_shuffle_and_fp64(const _mesa_glsl_parse_state *state)
{
return subgroup_shuffle(state) && fp64(state);
}
static bool
subgroup_shuffle_relative(const _mesa_glsl_parse_state *state)
{
return state->KHR_shader_subgroup_shuffle_relative_enable;
}
static bool
subgroup_shuffle_relative_and_fp64(const _mesa_glsl_parse_state *state)
{
return subgroup_shuffle_relative(state) && fp64(state);
}
static bool
subgroup_arithmetic(const _mesa_glsl_parse_state *state)
{
return state->KHR_shader_subgroup_arithmetic_enable;
}
static bool
subgroup_arithmetic_and_fp64(const _mesa_glsl_parse_state *state)
{
return subgroup_arithmetic(state) && fp64(state);
}
static bool
subgroup_clustered(const _mesa_glsl_parse_state *state)
{
return state->KHR_shader_subgroup_clustered_enable;
}
static bool
subgroup_clustered_and_fp64(const _mesa_glsl_parse_state *state)
{
return subgroup_clustered(state) && fp64(state);
}
static bool
subgroup_quad(const _mesa_glsl_parse_state *state)
{
return state->KHR_shader_subgroup_quad_enable;
}
static bool
subgroup_quad_and_fp64(const _mesa_glsl_parse_state *state)
{
return subgroup_quad(state) && fp64(state);
}
/** @} */
/******************************************************************************/
namespace {
/**
* builtin_builder: A singleton object representing the core of the built-in
* function module.
*
* It generates IR for every built-in function signature, and organizes them
* into functions.
*/
class builtin_builder {
public:
builtin_builder();
builtin_builder(const builtin_builder &) = delete;
~builtin_builder();
builtin_builder & operator=(const builtin_builder &) = delete;
void initialize();
void release();
ir_function_signature *find(_mesa_glsl_parse_state *state,
const char *name, exec_list *actual_parameters);
/**
* A symbol table to hold all the built-in signatures; created by this
* module.
*
* This includes signatures for every built-in, regardless of version or
* enabled extensions. The availability predicate associated with each
* signature allows matching_signature() to filter out the irrelevant ones.
*/
struct glsl_symbol_table *symbols;
private:
void *mem_ctx;
void create_shader();
void create_intrinsics();
void create_builtins();
/**
* IR builder helpers:
*
* These convenience functions assist in emitting IR, but don't necessarily
* fit in ir_builder itself. Many of them rely on having a mem_ctx class
* member available.
*/
ir_variable *in_var(const glsl_type *type, const char *name);
ir_variable *in_mediump_var(const glsl_type *type, const char *name);
ir_variable *in_highp_var(const glsl_type *type, const char *name);
ir_variable *out_var(const glsl_type *type, const char *name);
ir_variable *out_lowp_var(const glsl_type *type, const char *name);
ir_variable *out_highp_var(const glsl_type *type, const char *name);
ir_variable *as_highp(ir_factory &body, ir_variable *var);
ir_constant *imm(float16_t f16, unsigned vector_elements=1);
ir_constant *imm(float f, unsigned vector_elements=1);
ir_constant *imm(bool b, unsigned vector_elements=1);
ir_constant *imm(int i, unsigned vector_elements=1);
ir_constant *imm(unsigned u, unsigned vector_elements=1);
ir_constant *imm(double d, unsigned vector_elements=1);
ir_constant *imm(const glsl_type *type, const ir_constant_data &);
ir_dereference_variable *var_ref(ir_variable *var);
ir_dereference_array *array_ref(ir_variable *var, int i);
ir_swizzle *matrix_elt(ir_variable *var, int col, int row);
ir_dereference_record *record_ref(ir_variable *var, const char *field);
ir_expression *asin_expr(ir_variable *x, float p0, float p1);
/**
* Call function \param f with parameters specified as the linked
* list \param params of \c ir_variable objects. \param ret should
* point to the ir_variable that will hold the function return
* value, or be \c NULL if the function has void return type.
*/
ir_call *call(ir_function *f, ir_variable *ret, exec_list params);
/** Create a new function and add the given signatures. */
void add_function(const char *name, ...);
typedef ir_function_signature *(builtin_builder::*image_prototype_ctr)(const glsl_type *image_type,
unsigned num_arguments,
unsigned flags);
/**
* Create a new image built-in function for all known image types.
* \p flags is a bitfield of \c image_function_flags flags.
*/
void add_image_function(const char *name,
const char *intrinsic_name,
image_prototype_ctr prototype,
unsigned num_arguments,
unsigned flags,
enum ir_intrinsic_id id);
/**
* Create new functions for all known image built-ins and types.
* If \p glsl is \c true, use the GLSL built-in names and emit code
* to call into the actual compiler intrinsic. If \p glsl is
* false, emit a function prototype with no body for each image
* intrinsic name.
*/
void add_image_functions(bool glsl);
ir_function_signature *new_sig(const glsl_type *return_type,
builtin_available_predicate avail,
int num_params, ...);
/**
* Function signature generators:
* @{
*/
ir_function_signature *unop(builtin_available_predicate avail,
ir_expression_operation opcode,
const glsl_type *return_type,
const glsl_type *param_type);
ir_function_signature *unop_precision(builtin_available_predicate avail,
ir_expression_operation opcode,
const glsl_type *return_type,
const glsl_type *param_type, uint32_t precision);
ir_function_signature *binop(builtin_available_predicate avail,
ir_expression_operation opcode,
const glsl_type *return_type,
const glsl_type *param0_type,
const glsl_type *param1_type,
bool swap_operands = false);
#define B0(X) ir_function_signature *_##X();
#define B1(X) ir_function_signature *_##X(const glsl_type *);
#define B2(X) ir_function_signature *_##X(const glsl_type *, const glsl_type *);
#define B3(X) ir_function_signature *_##X(const glsl_type *, const glsl_type *, const glsl_type *);
#define BA1(X) ir_function_signature *_##X(builtin_available_predicate, const glsl_type *);
#define BA2(X) ir_function_signature *_##X(builtin_available_predicate, const glsl_type *, const glsl_type *);
BA1(radians)
BA1(degrees)
BA1(sin)
BA1(cos)
BA1(tan)
BA1(asin)
BA1(acos)
BA1(atan2)
BA1(atan)
BA1(sinh)
BA1(cosh)
BA1(tanh)
BA1(asinh)
BA1(acosh)
BA1(atanh)
BA1(pow)
BA1(exp)
BA1(log)
BA1(exp2)
BA1(log2)
BA1(sqrt)
BA1(inversesqrt)
BA1(abs)
BA1(sign)
BA1(floor)
BA1(truncate)
BA1(trunc)
BA1(round)
BA1(roundEven)
BA1(ceil)
BA1(fract)
BA2(mod)
BA1(modf)
BA2(min)
BA2(max)
BA2(clamp)
BA2(mix_lrp)
ir_function_signature *_mix_sel(builtin_available_predicate avail,
const glsl_type *val_type,
const glsl_type *blend_type);
BA2(step)
BA2(smoothstep)
BA1(isnan)
BA1(isinf)
B1(floatBitsToInt)
B1(floatBitsToUint)
B1(intBitsToFloat)
B1(uintBitsToFloat)
BA1(doubleBitsToInt64)
BA1(doubleBitsToUint64)
BA1(int64BitsToDouble)
BA1(uint64BitsToDouble)
ir_function_signature *_packUnorm2x16(builtin_available_predicate avail);
ir_function_signature *_packSnorm2x16(builtin_available_predicate avail);
ir_function_signature *_packUnorm4x8(builtin_available_predicate avail);
ir_function_signature *_packSnorm4x8(builtin_available_predicate avail);
ir_function_signature *_unpackUnorm2x16(builtin_available_predicate avail);
ir_function_signature *_unpackSnorm2x16(builtin_available_predicate avail);
ir_function_signature *_unpackUnorm4x8(builtin_available_predicate avail);
ir_function_signature *_unpackSnorm4x8(builtin_available_predicate avail);
ir_function_signature *_packHalf2x16(builtin_available_predicate avail);
ir_function_signature *_unpackHalf2x16(builtin_available_predicate avail);
ir_function_signature *_packFloat2x16(builtin_available_predicate avail);
ir_function_signature *_unpackFloat2x16(builtin_available_predicate avail);
ir_function_signature *_packDouble2x32(builtin_available_predicate avail);
ir_function_signature *_unpackDouble2x32(builtin_available_predicate avail);
ir_function_signature *_packInt2x32(builtin_available_predicate avail);
ir_function_signature *_unpackInt2x32(builtin_available_predicate avail);
ir_function_signature *_packUint2x32(builtin_available_predicate avail);
ir_function_signature *_unpackUint2x32(builtin_available_predicate avail);
BA1(length)
BA1(distance);
BA1(dot);
BA1(cross);
BA1(normalize);
B0(ftransform);
BA1(faceforward);
BA1(reflect);
BA1(refract);
BA1(matrixCompMult);
BA1(outerProduct);
BA1(determinant_mat2);
BA1(determinant_mat3);
BA1(determinant_mat4);
BA1(inverse_mat2);
BA1(inverse_mat3);
BA1(inverse_mat4);
BA1(transpose);
BA1(lessThan);
BA1(lessThanEqual);
BA1(greaterThan);
BA1(greaterThanEqual);
BA1(equal);
BA1(notEqual);
B1(any);
B1(all);
B1(not);
BA2(textureSize);
BA1(textureSamples);
B0(is_sparse_texels_resident);
B0(is_sparse_texels_resident_intrinsic);
/** Flags to _texture() */
#define TEX_PROJECT 1
#define TEX_OFFSET 2
#define TEX_COMPONENT 4
#define TEX_OFFSET_NONCONST 8
#define TEX_OFFSET_ARRAY 16
#define TEX_SPARSE 32
#define TEX_CLAMP 64
ir_function_signature *_texture(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
int flags = 0);
ir_function_signature *_textureCubeArrayShadow(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *x,
int flags = 0);
ir_function_signature *_texelFetch(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
const glsl_type *offset_type = NULL,
bool sparse = false);
B0(EmitVertex)
B0(EndPrimitive)
ir_function_signature *_EmitStreamVertex(builtin_available_predicate avail,
const glsl_type *stream_type);
ir_function_signature *_EndStreamPrimitive(builtin_available_predicate avail,
const glsl_type *stream_type);
B0(barrier)
BA2(textureQueryLod);
BA1(textureQueryLevels);
BA2(textureSamplesIdentical);
BA1(dFdx);
BA1(dFdy);
BA1(fwidth);
BA1(dFdxCoarse);
BA1(dFdyCoarse);
BA1(fwidthCoarse);
BA1(dFdxFine);
BA1(dFdyFine);
BA1(fwidthFine);
B1(noise1);
B1(noise2);
B1(noise3);
B1(noise4);
B1(bitfieldExtract)
B1(bitfieldInsert)
B1(bitfieldReverse)
B1(bitCount)
B1(findLSB)
B1(findMSB)
BA1(countLeadingZeros)
BA1(countTrailingZeros)
BA1(fma)
B2(ldexp)
B2(frexp)
B2(dfrexp)
B1(uaddCarry)
B1(usubBorrow)
BA1(addSaturate)
BA1(subtractSaturate)
BA1(absoluteDifference)
BA1(average)
BA1(averageRounded)
B1(mulExtended)
BA1(multiply32x16)
BA1(interpolateAtCentroid)
BA1(interpolateAtOffset)
BA1(interpolateAtSample)
ir_function_signature *_atomic_counter_intrinsic(builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_atomic_counter_intrinsic1(builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_atomic_counter_intrinsic2(builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_atomic_counter_op(const char *intrinsic,
builtin_available_predicate avail);
ir_function_signature *_atomic_counter_op1(const char *intrinsic,
builtin_available_predicate avail);
ir_function_signature *_atomic_counter_op2(const char *intrinsic,
builtin_available_predicate avail);
ir_function_signature *_atomic_intrinsic2(builtin_available_predicate avail,
const glsl_type *type,
enum ir_intrinsic_id id);
ir_function_signature *_atomic_op2(const char *intrinsic,
builtin_available_predicate avail,
const glsl_type *type);
ir_function_signature *_atomic_intrinsic3(builtin_available_predicate avail,
const glsl_type *type,
enum ir_intrinsic_id id);
ir_function_signature *_atomic_op3(const char *intrinsic,
builtin_available_predicate avail,
const glsl_type *type);
BA1(min3)
BA1(max3)
BA1(mid3)
ir_function_signature *_image_prototype(const glsl_type *image_type,
unsigned num_arguments,
unsigned flags);
ir_function_signature *_image_size_prototype(const glsl_type *image_type,
unsigned num_arguments,
unsigned flags);
ir_function_signature *_image_samples_prototype(const glsl_type *image_type,
unsigned num_arguments,
unsigned flags);
ir_function_signature *_image(image_prototype_ctr prototype,
const glsl_type *image_type,
const char *intrinsic_name,
unsigned num_arguments,
unsigned flags,
enum ir_intrinsic_id id);
ir_function_signature *_memory_barrier_intrinsic(
builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_memory_barrier(const char *intrinsic_name,
builtin_available_predicate avail);
ir_function_signature *_ballot_intrinsic(const glsl_type *type);
ir_function_signature *_ballot(const glsl_type *type, builtin_available_predicate avail);
ir_function_signature *_inverse_ballot_intrinsic();
ir_function_signature *_inverse_ballot();
ir_function_signature *_ballot_bit_extract_intrinsic();
ir_function_signature *_ballot_bit_extract();
ir_function_signature *_ballot_bit_intrinsic(enum ir_intrinsic_id id);
ir_function_signature *_ballot_bit(const char *intrinsic_name);
ir_function_signature *_read_first_invocation_intrinsic(const glsl_type *type);
ir_function_signature *_read_first_invocation(const glsl_type *type,
builtin_available_predicate avail);
ir_function_signature *_read_invocation_intrinsic(const glsl_type *type);
ir_function_signature *_read_invocation(const glsl_type *type,
builtin_available_predicate avail);
ir_function_signature *_invocation_interlock_intrinsic(
builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_invocation_interlock(
const char *intrinsic_name,
builtin_available_predicate avail);
ir_function_signature *_shader_clock_intrinsic(builtin_available_predicate avail,
const glsl_type *type);
ir_function_signature *_shader_clock(builtin_available_predicate avail,
const glsl_type *type);
ir_function_signature *_shader_clock_realtime_intrinsic(builtin_available_predicate avail,
const glsl_type *type);
ir_function_signature *_shader_clock_realtime(builtin_available_predicate avail,
const glsl_type *type);
ir_function_signature *_vote_intrinsic(const glsl_type *type,
builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_vote(const glsl_type *type,
builtin_available_predicate avail,
const char *intrinsic_name);
ir_function_signature *_helper_invocation_intrinsic();
ir_function_signature *_helper_invocation();
ir_function_signature *_subgroup_barrier_intrinsic(enum ir_intrinsic_id id,
builtin_available_predicate avail);
ir_function_signature *_subgroup_barrier(const char *intrinsic_name,
builtin_available_predicate avail);
ir_function_signature *_elect_intrinsic();
ir_function_signature *_elect();
ir_function_signature *_shuffle_intrinsic(const glsl_type *type);
ir_function_signature *_shuffle(const glsl_type *type);
ir_function_signature *_shuffle_xor_intrinsic(const glsl_type *type);
ir_function_signature *_shuffle_xor(const glsl_type *type);
ir_function_signature *_shuffle_up_intrinsic(const glsl_type *type);
ir_function_signature *_shuffle_up(const glsl_type *type);
ir_function_signature *_shuffle_down_intrinsic(const glsl_type *type);
ir_function_signature *_shuffle_down(const glsl_type *type);
ir_function_signature *_subgroup_arithmetic_intrinsic(const glsl_type *type,
enum ir_intrinsic_id id);
ir_function_signature *_subgroup_arithmetic(const glsl_type *type,
const char *intrinsic_name);
ir_function_signature *_subgroup_clustered_intrinsic(const glsl_type *type,
enum ir_intrinsic_id id);
ir_function_signature *_subgroup_clustered(const glsl_type *type,
const char *intrinsic_name);
ir_function_signature *_quad_broadcast_intrinsic(const glsl_type *type);
ir_function_signature *_quad_broadcast(const glsl_type *type);
ir_function_signature *_quad_swap_intrinsic(const glsl_type *type, enum ir_intrinsic_id id);
ir_function_signature *_quad_swap(const glsl_type *type, const char *intrinsic_name);
#undef B0
#undef B1
#undef B2
#undef B3
#undef BA1
#undef BA2
/** @} */
};
enum image_function_flags {
IMAGE_FUNCTION_EMIT_STUB = (1 << 0),
IMAGE_FUNCTION_RETURNS_VOID = (1 << 1),
IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE = (1 << 2),
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE = (1 << 3),
IMAGE_FUNCTION_READ_ONLY = (1 << 4),
IMAGE_FUNCTION_WRITE_ONLY = (1 << 5),
IMAGE_FUNCTION_AVAIL_ATOMIC = (1 << 6),
IMAGE_FUNCTION_MS_ONLY = (1 << 7),
IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE = (1 << 8),
IMAGE_FUNCTION_AVAIL_ATOMIC_ADD = (1 << 9),
IMAGE_FUNCTION_EXT_ONLY = (1 << 10),
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE = (1 << 11),
IMAGE_FUNCTION_SPARSE = (1 << 12),
};
} /* anonymous namespace */
/**
* Core builtin_builder functionality:
* @{
*/
builtin_builder::builtin_builder()
: symbols(NULL)
{
mem_ctx = NULL;
}
builtin_builder::~builtin_builder()
{
simple_mtx_lock(&builtins_lock);
ralloc_free(mem_ctx);
mem_ctx = NULL;
symbols = NULL;
simple_mtx_unlock(&builtins_lock);
}
ir_function_signature *
builtin_builder::find(_mesa_glsl_parse_state *state,
const char *name, exec_list *actual_parameters)
{
/* The shader currently being compiled requested a built-in function;
* it needs to link against builtin_builder::shader in order to get them.
*
* Even if we don't find a matching signature, we still need to do this so
* that the "no matching signature" error will list potential candidates
* from the available built-ins.
*/
state->uses_builtin_functions = true;
ir_function *f = symbols->get_function(name);
if (f == NULL)
return NULL;
ir_function_signature *sig =
f->matching_signature(state, actual_parameters,
state->has_implicit_conversions(),
state->has_implicit_int_to_uint_conversion(),
true);
if (sig == NULL)
return NULL;
return sig;
}
void
builtin_builder::initialize()
{
/* If already initialized, don't do it again. */
if (mem_ctx != NULL)
return;
glsl_type_singleton_init_or_ref();
mem_ctx = ralloc_context(NULL);
create_shader();
create_intrinsics();
create_builtins();
}
void
builtin_builder::release()
{
ralloc_free(mem_ctx);
mem_ctx = NULL;
symbols = NULL;
glsl_type_singleton_decref();
}
void
builtin_builder::create_shader()
{
symbols = new(mem_ctx) glsl_symbol_table;
}
/** @} */
#define FIU(func, ...) \
func(&glsl_type_builtin_float, ##__VA_ARGS__), \
func(&glsl_type_builtin_vec2, ##__VA_ARGS__), \
func(&glsl_type_builtin_vec3, ##__VA_ARGS__), \
func(&glsl_type_builtin_vec4, ##__VA_ARGS__), \
func(&glsl_type_builtin_int, ##__VA_ARGS__), \
func(&glsl_type_builtin_ivec2, ##__VA_ARGS__), \
func(&glsl_type_builtin_ivec3, ##__VA_ARGS__), \
func(&glsl_type_builtin_ivec4, ##__VA_ARGS__), \
func(&glsl_type_builtin_uint, ##__VA_ARGS__), \
func(&glsl_type_builtin_uvec2, ##__VA_ARGS__), \
func(&glsl_type_builtin_uvec3, ##__VA_ARGS__), \
func(&glsl_type_builtin_uvec4, ##__VA_ARGS__)
#define FIUB(func, ...) \
FIU(func, ##__VA_ARGS__), \
func(&glsl_type_builtin_bool, ##__VA_ARGS__), \
func(&glsl_type_builtin_bvec2, ##__VA_ARGS__), \
func(&glsl_type_builtin_bvec3, ##__VA_ARGS__), \
func(&glsl_type_builtin_bvec4, ##__VA_ARGS__)
#define FIUD(func, ...) \
FIU(func, ##__VA_ARGS__), \
func(&glsl_type_builtin_double, ##__VA_ARGS__), \
func(&glsl_type_builtin_dvec2, ##__VA_ARGS__), \
func(&glsl_type_builtin_dvec3, ##__VA_ARGS__), \
func(&glsl_type_builtin_dvec4, ##__VA_ARGS__)
#define FIUBD(func, ...) \
FIUB(func, ##__VA_ARGS__), \
func(&glsl_type_builtin_double, ##__VA_ARGS__), \
func(&glsl_type_builtin_dvec2, ##__VA_ARGS__), \
func(&glsl_type_builtin_dvec3, ##__VA_ARGS__), \
func(&glsl_type_builtin_dvec4, ##__VA_ARGS__)
#define FIUBD_AVAIL(func, avail, ...) \
FIUB(func, avail, ##__VA_ARGS__), \
func(&glsl_type_builtin_double, avail##_and_fp64, ##__VA_ARGS__), \
func(&glsl_type_builtin_dvec2, avail##_and_fp64, ##__VA_ARGS__), \
func(&glsl_type_builtin_dvec3, avail##_and_fp64, ##__VA_ARGS__), \
func(&glsl_type_builtin_dvec4, avail##_and_fp64, ##__VA_ARGS__)
#define IUB(func, ...) \
func(&glsl_type_builtin_int, ##__VA_ARGS__), \
func(&glsl_type_builtin_ivec2, ##__VA_ARGS__), \
func(&glsl_type_builtin_ivec3, ##__VA_ARGS__), \
func(&glsl_type_builtin_ivec4, ##__VA_ARGS__), \
func(&glsl_type_builtin_uint, ##__VA_ARGS__), \
func(&glsl_type_builtin_uvec2, ##__VA_ARGS__), \
func(&glsl_type_builtin_uvec3, ##__VA_ARGS__), \
func(&glsl_type_builtin_uvec4, ##__VA_ARGS__), \
func(&glsl_type_builtin_bool, ##__VA_ARGS__), \
func(&glsl_type_builtin_bvec2, ##__VA_ARGS__), \
func(&glsl_type_builtin_bvec3, ##__VA_ARGS__), \
func(&glsl_type_builtin_bvec4, ##__VA_ARGS__)
/**
* Create ir_function and ir_function_signature objects for each
* intrinsic.
*/
void
builtin_builder::create_intrinsics()
{
add_function("__intrinsic_atomic_read",
_atomic_counter_intrinsic(shader_atomic_counters,
ir_intrinsic_atomic_counter_read),
NULL);
add_function("__intrinsic_atomic_increment",
_atomic_counter_intrinsic(shader_atomic_counters,
ir_intrinsic_atomic_counter_increment),
NULL);
add_function("__intrinsic_atomic_predecrement",
_atomic_counter_intrinsic(shader_atomic_counters,
ir_intrinsic_atomic_counter_predecrement),
NULL);
add_function("__intrinsic_atomic_add",
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_uint,
ir_intrinsic_generic_atomic_add),
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_int,
ir_intrinsic_generic_atomic_add),
_atomic_intrinsic2(NV_shader_atomic_float_supported,
&glsl_type_builtin_float,
ir_intrinsic_generic_atomic_add),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t,
ir_intrinsic_generic_atomic_add),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_add),
NULL);
add_function("__intrinsic_atomic_min",
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_uint,
ir_intrinsic_generic_atomic_min),
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_int,
ir_intrinsic_generic_atomic_min),
_atomic_intrinsic2(INTEL_shader_atomic_float_minmax_supported,
&glsl_type_builtin_float,
ir_intrinsic_generic_atomic_min),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_uint64_t,
ir_intrinsic_generic_atomic_min),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t,
ir_intrinsic_generic_atomic_min),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_min),
NULL);
add_function("__intrinsic_atomic_max",
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_uint,
ir_intrinsic_generic_atomic_max),
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_int,
ir_intrinsic_generic_atomic_max),
_atomic_intrinsic2(INTEL_shader_atomic_float_minmax_supported,
&glsl_type_builtin_float,
ir_intrinsic_generic_atomic_max),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_uint64_t,
ir_intrinsic_generic_atomic_max),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t,
ir_intrinsic_generic_atomic_max),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_max),
NULL);
add_function("__intrinsic_atomic_and",
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_uint,
ir_intrinsic_generic_atomic_and),
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_int,
ir_intrinsic_generic_atomic_and),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_uint64_t,
ir_intrinsic_generic_atomic_and),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t,
ir_intrinsic_generic_atomic_and),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_and),
NULL);
add_function("__intrinsic_atomic_or",
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_uint,
ir_intrinsic_generic_atomic_or),
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_int,
ir_intrinsic_generic_atomic_or),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_uint64_t,
ir_intrinsic_generic_atomic_or),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t,
ir_intrinsic_generic_atomic_or),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_or),
NULL);
add_function("__intrinsic_atomic_xor",
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_uint,
ir_intrinsic_generic_atomic_xor),
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_int,
ir_intrinsic_generic_atomic_xor),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_uint64_t,
ir_intrinsic_generic_atomic_xor),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t,
ir_intrinsic_generic_atomic_xor),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_xor),
NULL);
add_function("__intrinsic_atomic_exchange",
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_uint,
ir_intrinsic_generic_atomic_exchange),
_atomic_intrinsic2(buffer_atomics_supported,
&glsl_type_builtin_int,
ir_intrinsic_generic_atomic_exchange),
_atomic_intrinsic2(buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t,
ir_intrinsic_generic_atomic_exchange),
_atomic_intrinsic2(NV_shader_atomic_float_supported,
&glsl_type_builtin_float,
ir_intrinsic_generic_atomic_exchange),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_exchange),
NULL);
add_function("__intrinsic_atomic_comp_swap",
_atomic_intrinsic3(buffer_atomics_supported,
&glsl_type_builtin_uint,
ir_intrinsic_generic_atomic_comp_swap),
_atomic_intrinsic3(buffer_atomics_supported,
&glsl_type_builtin_int,
ir_intrinsic_generic_atomic_comp_swap),
_atomic_intrinsic3(buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t,
ir_intrinsic_generic_atomic_comp_swap),
_atomic_intrinsic3(INTEL_shader_atomic_float_minmax_supported,
&glsl_type_builtin_float,
ir_intrinsic_generic_atomic_comp_swap),
_atomic_counter_intrinsic2(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_comp_swap),
NULL);
add_image_functions(false);
add_function("__intrinsic_memory_barrier",
_memory_barrier_intrinsic(shader_image_load_store,
ir_intrinsic_memory_barrier),
NULL);
add_function("__intrinsic_group_memory_barrier",
_memory_barrier_intrinsic(compute_shader,
ir_intrinsic_group_memory_barrier),
NULL);
add_function("__intrinsic_memory_barrier_atomic_counter",
_memory_barrier_intrinsic(compute_shader_supported,
ir_intrinsic_memory_barrier_atomic_counter),
NULL);
add_function("__intrinsic_memory_barrier_buffer",
_memory_barrier_intrinsic(compute_shader_supported,
ir_intrinsic_memory_barrier_buffer),
NULL);
add_function("__intrinsic_memory_barrier_image",
_memory_barrier_intrinsic(compute_shader_supported,
ir_intrinsic_memory_barrier_image),
NULL);
add_function("__intrinsic_memory_barrier_shared",
_memory_barrier_intrinsic(compute_shader,
ir_intrinsic_memory_barrier_shared),
NULL);
add_function("__intrinsic_begin_invocation_interlock",
_invocation_interlock_intrinsic(
supports_arb_fragment_shader_interlock,
ir_intrinsic_begin_invocation_interlock), NULL);
add_function("__intrinsic_end_invocation_interlock",
_invocation_interlock_intrinsic(
supports_arb_fragment_shader_interlock,
ir_intrinsic_end_invocation_interlock), NULL);
add_function("__intrinsic_shader_clock",
_shader_clock_intrinsic(shader_clock,
&glsl_type_builtin_uvec2),
NULL);
add_function("__intrinsic_shader_clock_realtime",
_shader_clock_realtime_intrinsic(shader_clock,
&glsl_type_builtin_uvec2),
NULL);
add_function("__intrinsic_vote_all",
_vote_intrinsic(&glsl_type_builtin_bool, vote_or_v460_desktop,
ir_intrinsic_vote_all),
NULL);
add_function("__intrinsic_vote_any",
_vote_intrinsic(&glsl_type_builtin_bool, vote_or_v460_desktop,
ir_intrinsic_vote_any),
NULL);
add_function("__intrinsic_vote_eq",
FIUBD_AVAIL(_vote_intrinsic, vote_or_v460_desktop, ir_intrinsic_vote_eq),
NULL);
add_function("__intrinsic_ballot_uint64",
_ballot_intrinsic(&glsl_type_builtin_uint64_t),
NULL);
add_function("__intrinsic_ballot_uvec4",
_ballot_intrinsic(&glsl_type_builtin_uvec4),
NULL);
add_function("__intrinsic_inverse_ballot", _inverse_ballot_intrinsic(), NULL);
add_function("__intrinsic_ballot_bit_extract", _ballot_bit_extract_intrinsic(), NULL);
add_function("__intrinsic_ballot_bit_count",
_ballot_bit_intrinsic(ir_intrinsic_ballot_bit_count), NULL);
add_function("__intrinsic_ballot_inclusive_bit_count",
_ballot_bit_intrinsic(ir_intrinsic_ballot_inclusive_bit_count), NULL);
add_function("__intrinsic_ballot_exclusive_bit_count",
_ballot_bit_intrinsic(ir_intrinsic_ballot_exclusive_bit_count), NULL);
add_function("__intrinsic_ballot_find_lsb",
_ballot_bit_intrinsic(ir_intrinsic_ballot_find_lsb), NULL);
add_function("__intrinsic_ballot_find_msb",
_ballot_bit_intrinsic(ir_intrinsic_ballot_find_msb), NULL);
add_function("__intrinsic_read_invocation", FIUBD(_read_invocation_intrinsic), NULL);
add_function("__intrinsic_read_first_invocation",
FIUBD(_read_first_invocation_intrinsic), NULL);
add_function("__intrinsic_helper_invocation",
_helper_invocation_intrinsic(), NULL);
add_function("__intrinsic_is_sparse_texels_resident",
_is_sparse_texels_resident_intrinsic(), NULL);
add_function("__intrinsic_subgroup_barrier",
_subgroup_barrier_intrinsic(ir_intrinsic_subgroup_barrier, subgroup_basic),
NULL);
add_function("__intrinsic_subgroup_memory_barrier",
_subgroup_barrier_intrinsic(ir_intrinsic_subgroup_memory_barrier,
subgroup_basic),
NULL);
add_function("__intrinsic_subgroup_memory_barrier_buffer",
_subgroup_barrier_intrinsic(ir_intrinsic_subgroup_memory_barrier_buffer,
subgroup_basic),
NULL);
add_function("__intrinsic_subgroup_memory_barrier_shared",
_subgroup_barrier_intrinsic(ir_intrinsic_subgroup_memory_barrier_shared,
compute_shader_and_subgroup_basic),
NULL);
add_function("__intrinsic_subgroup_memory_barrier_image",
_subgroup_barrier_intrinsic(ir_intrinsic_subgroup_memory_barrier_image,
subgroup_basic),
NULL);
add_function("__intrinsic_elect", _elect_intrinsic(), NULL);
add_function("__intrinsic_shuffle", FIUBD(_shuffle_intrinsic), NULL);
add_function("__intrinsic_shuffle_xor", FIUBD(_shuffle_xor_intrinsic), NULL);
add_function("__intrinsic_shuffle_up", FIUBD(_shuffle_up_intrinsic), NULL);
add_function("__intrinsic_shuffle_down", FIUBD(_shuffle_down_intrinsic), NULL);
#define SUBGROUP_ARITH_INTRINSICS(ext, group) \
add_function("__intrinsic_" #group "_add", \
FIUD(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_add), NULL); \
add_function("__intrinsic_" #group "_mul", \
FIUD(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_mul), NULL); \
add_function("__intrinsic_" #group "_min", \
FIUD(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_min), NULL); \
add_function("__intrinsic_" #group "_max", \
FIUD(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_max), NULL); \
add_function("__intrinsic_" #group "_and", \
IUB(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_and), NULL); \
add_function("__intrinsic_" #group "_or", \
IUB(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_or), NULL); \
add_function("__intrinsic_" #group "_xor", \
IUB(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_xor), NULL)
SUBGROUP_ARITH_INTRINSICS(arithmetic, reduce);
SUBGROUP_ARITH_INTRINSICS(arithmetic, inclusive);
SUBGROUP_ARITH_INTRINSICS(arithmetic, exclusive);
SUBGROUP_ARITH_INTRINSICS(clustered, clustered);
add_function("__intrinsic_quad_broadcast", FIUBD(_quad_broadcast_intrinsic), NULL);
add_function("__intrinsic_quad_swap_horizontal",
FIUBD(_quad_swap_intrinsic, ir_intrinsic_quad_swap_horizontal), NULL);
add_function("__intrinsic_quad_swap_vertical",
FIUBD(_quad_swap_intrinsic, ir_intrinsic_quad_swap_vertical), NULL);
add_function("__intrinsic_quad_swap_diagonal",
FIUBD(_quad_swap_intrinsic, ir_intrinsic_quad_swap_diagonal), NULL);
}
/**
* Create ir_function and ir_function_signature objects for each built-in.
*
* Contains a list of every available built-in.
*/
void
builtin_builder::create_builtins()
{
#define F(NAME) \
add_function(#NAME, \
_##NAME(&glsl_type_builtin_float), \
_##NAME(&glsl_type_builtin_vec2), \
_##NAME(&glsl_type_builtin_vec3), \
_##NAME(&glsl_type_builtin_vec4), \
NULL);
#define FHF(NAME) \
add_function(#NAME, \
_##NAME(always_available, &glsl_type_builtin_float), \
_##NAME(always_available, &glsl_type_builtin_vec2), \
_##NAME(always_available, &glsl_type_builtin_vec3), \
_##NAME(always_available, &glsl_type_builtin_vec4), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \
NULL);
#define FHF_DERIVATIVES(NAME) \
add_function(#NAME, \
_##NAME(derivatives, &glsl_type_builtin_float), \
_##NAME(derivatives, &glsl_type_builtin_vec2), \
_##NAME(derivatives, &glsl_type_builtin_vec3), \
_##NAME(derivatives, &glsl_type_builtin_vec4), \
_##NAME(half_float_derivatives, &glsl_type_builtin_float16_t), \
_##NAME(half_float_derivatives, &glsl_type_builtin_f16vec2), \
_##NAME(half_float_derivatives, &glsl_type_builtin_f16vec3), \
_##NAME(half_float_derivatives, &glsl_type_builtin_f16vec4), \
NULL);
#define FHF_DERIVATIVE_CONTROL(NAME) \
add_function(#NAME, \
_##NAME(derivative_control, &glsl_type_builtin_float), \
_##NAME(derivative_control, &glsl_type_builtin_vec2), \
_##NAME(derivative_control, &glsl_type_builtin_vec3), \
_##NAME(derivative_control, &glsl_type_builtin_vec4), \
_##NAME(half_float_derivative_control, &glsl_type_builtin_float16_t), \
_##NAME(half_float_derivative_control, &glsl_type_builtin_f16vec2), \
_##NAME(half_float_derivative_control, &glsl_type_builtin_f16vec3), \
_##NAME(half_float_derivative_control, &glsl_type_builtin_f16vec4), \
NULL);
#define FHF130(NAME) \
add_function(#NAME, \
_##NAME(v130, &glsl_type_builtin_float), \
_##NAME(v130, &glsl_type_builtin_vec2), \
_##NAME(v130, &glsl_type_builtin_vec3), \
_##NAME(v130, &glsl_type_builtin_vec4), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \
NULL);
#define FDHF(NAME) \
add_function(#NAME, \
_##NAME(always_available, &glsl_type_builtin_float), \
_##NAME(always_available, &glsl_type_builtin_vec2), \
_##NAME(always_available, &glsl_type_builtin_vec3), \
_##NAME(always_available, &glsl_type_builtin_vec4), \
_##NAME(fp64, &glsl_type_builtin_double), \
_##NAME(fp64, &glsl_type_builtin_dvec2), \
_##NAME(fp64, &glsl_type_builtin_dvec3), \
_##NAME(fp64, &glsl_type_builtin_dvec4), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \
NULL);
#define FDHF130(NAME) \
add_function(#NAME, \
_##NAME(v130, &glsl_type_builtin_float), \
_##NAME(v130, &glsl_type_builtin_vec2), \
_##NAME(v130, &glsl_type_builtin_vec3), \
_##NAME(v130, &glsl_type_builtin_vec4), \
_##NAME(fp64, &glsl_type_builtin_double), \
_##NAME(fp64, &glsl_type_builtin_dvec2), \
_##NAME(fp64, &glsl_type_builtin_dvec3), \
_##NAME(fp64, &glsl_type_builtin_dvec4), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \
NULL);
#define FDHF130GS4(NAME) \
add_function(#NAME, \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_float), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec2), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec3), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec4), \
_##NAME(fp64, &glsl_type_builtin_double), \
_##NAME(fp64, &glsl_type_builtin_dvec2), \
_##NAME(fp64, &glsl_type_builtin_dvec3), \
_##NAME(fp64, &glsl_type_builtin_dvec4), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \
NULL);
#define FDHFGS5(NAME) \
add_function(#NAME, \
_##NAME(gpu_shader5_es, &glsl_type_builtin_float), \
_##NAME(gpu_shader5_es, &glsl_type_builtin_vec2), \
_##NAME(gpu_shader5_es, &glsl_type_builtin_vec3), \
_##NAME(gpu_shader5_es, &glsl_type_builtin_vec4), \
_##NAME(fp64, &glsl_type_builtin_double), \
_##NAME(fp64, &glsl_type_builtin_dvec2), \
_##NAME(fp64, &glsl_type_builtin_dvec3), \
_##NAME(fp64, &glsl_type_builtin_dvec4), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \
NULL);
#define FI64HF(NAME) \
add_function(#NAME, \
_##NAME(always_available, &glsl_type_builtin_float), \
_##NAME(always_available, &glsl_type_builtin_vec2), \
_##NAME(always_available, &glsl_type_builtin_vec3), \
_##NAME(always_available, &glsl_type_builtin_vec4), \
_##NAME(always_available, &glsl_type_builtin_int), \
_##NAME(always_available, &glsl_type_builtin_ivec2), \
_##NAME(always_available, &glsl_type_builtin_ivec3), \
_##NAME(always_available, &glsl_type_builtin_ivec4), \
_##NAME(fp64, &glsl_type_builtin_double), \
_##NAME(fp64, &glsl_type_builtin_dvec2), \
_##NAME(fp64, &glsl_type_builtin_dvec3), \
_##NAME(fp64, &glsl_type_builtin_dvec4), \
_##NAME(int64_avail, &glsl_type_builtin_int64_t), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec2), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec3), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec4), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \
NULL);
#define FIUDHF_VEC(NAME) \
add_function(#NAME, \
_##NAME(always_available, &glsl_type_builtin_vec2), \
_##NAME(always_available, &glsl_type_builtin_vec3), \
_##NAME(always_available, &glsl_type_builtin_vec4), \
\
_##NAME(always_available, &glsl_type_builtin_ivec2), \
_##NAME(always_available, &glsl_type_builtin_ivec3), \
_##NAME(always_available, &glsl_type_builtin_ivec4), \
\
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4), \
_##NAME(fp64, &glsl_type_builtin_dvec2), \
_##NAME(fp64, &glsl_type_builtin_dvec3), \
_##NAME(fp64, &glsl_type_builtin_dvec4), \
_##NAME(int64_avail, &glsl_type_builtin_int64_t), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec2), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec3), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec4), \
_##NAME(int64_avail, &glsl_type_builtin_uint64_t), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec2), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec3), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec4), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \
NULL);
#define IU(NAME) \
add_function(#NAME, \
_##NAME(&glsl_type_builtin_int), \
_##NAME(&glsl_type_builtin_ivec2), \
_##NAME(&glsl_type_builtin_ivec3), \
_##NAME(&glsl_type_builtin_ivec4), \
\
_##NAME(&glsl_type_builtin_uint), \
_##NAME(&glsl_type_builtin_uvec2), \
_##NAME(&glsl_type_builtin_uvec3), \
_##NAME(&glsl_type_builtin_uvec4), \
NULL);
#define FIUBDHF_VEC(NAME) \
add_function(#NAME, \
_##NAME(always_available, &glsl_type_builtin_vec2), \
_##NAME(always_available, &glsl_type_builtin_vec3), \
_##NAME(always_available, &glsl_type_builtin_vec4), \
\
_##NAME(always_available, &glsl_type_builtin_ivec2), \
_##NAME(always_available, &glsl_type_builtin_ivec3), \
_##NAME(always_available, &glsl_type_builtin_ivec4), \
\
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4), \
\
_##NAME(always_available, &glsl_type_builtin_bvec2), \
_##NAME(always_available, &glsl_type_builtin_bvec3), \
_##NAME(always_available, &glsl_type_builtin_bvec4), \
\
_##NAME(fp64, &glsl_type_builtin_dvec2), \
_##NAME(fp64, &glsl_type_builtin_dvec3), \
_##NAME(fp64, &glsl_type_builtin_dvec4), \
_##NAME(int64_avail, &glsl_type_builtin_int64_t), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec2), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec3), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec4), \
_##NAME(int64_avail, &glsl_type_builtin_uint64_t), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec2), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec3), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec4), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \
NULL);
#define FIUDHF2_MIXED(NAME) \
add_function(#NAME, \
_##NAME(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float), \
_##NAME(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_float), \
_##NAME(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_float), \
_##NAME(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_float), \
\
_##NAME(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2), \
_##NAME(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3), \
_##NAME(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4), \
\
_##NAME(always_available, &glsl_type_builtin_int, &glsl_type_builtin_int), \
_##NAME(always_available, &glsl_type_builtin_ivec2, &glsl_type_builtin_int), \
_##NAME(always_available, &glsl_type_builtin_ivec3, &glsl_type_builtin_int), \
_##NAME(always_available, &glsl_type_builtin_ivec4, &glsl_type_builtin_int), \
\
_##NAME(always_available, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), \
_##NAME(always_available, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3), \
_##NAME(always_available, &glsl_type_builtin_ivec4, &glsl_type_builtin_ivec4), \
\
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uint, &glsl_type_builtin_uint), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2, &glsl_type_builtin_uint), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3, &glsl_type_builtin_uint), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4, &glsl_type_builtin_uint), \
\
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2, &glsl_type_builtin_uvec2), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3, &glsl_type_builtin_uvec3), \
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4, &glsl_type_builtin_uvec4), \
\
_##NAME(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double), \
_##NAME(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_double), \
_##NAME(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_double), \
_##NAME(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_double), \
_##NAME(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2), \
_##NAME(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3), \
_##NAME(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4), \
\
_##NAME(int64_avail, &glsl_type_builtin_int64_t, &glsl_type_builtin_int64_t), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec2, &glsl_type_builtin_int64_t), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec3, &glsl_type_builtin_int64_t), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec4, &glsl_type_builtin_int64_t), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec2, &glsl_type_builtin_i64vec2), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec3, &glsl_type_builtin_i64vec3), \
_##NAME(int64_avail, &glsl_type_builtin_i64vec4, &glsl_type_builtin_i64vec4), \
_##NAME(int64_avail, &glsl_type_builtin_uint64_t, &glsl_type_builtin_uint64_t), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec2, &glsl_type_builtin_uint64_t), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec3, &glsl_type_builtin_uint64_t), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec4, &glsl_type_builtin_uint64_t), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec2, &glsl_type_builtin_u64vec2), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec3, &glsl_type_builtin_u64vec3), \
_##NAME(int64_avail, &glsl_type_builtin_u64vec4, &glsl_type_builtin_u64vec4), \
\
_##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_float16_t), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_float16_t), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_float16_t), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_float16_t), \
\
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_f16vec2), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_f16vec3), \
_##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_f16vec4), \
NULL);
FHF(radians)
FHF(degrees)
FHF(sin)
FHF(cos)
FHF(tan)
FHF(asin)
FHF(acos)
add_function("atan",
_atan(always_available, &glsl_type_builtin_float),
_atan(always_available, &glsl_type_builtin_vec2),
_atan(always_available, &glsl_type_builtin_vec3),
_atan(always_available, &glsl_type_builtin_vec4),
_atan2(always_available, &glsl_type_builtin_float),
_atan2(always_available, &glsl_type_builtin_vec2),
_atan2(always_available, &glsl_type_builtin_vec3),
_atan2(always_available, &glsl_type_builtin_vec4),
_atan(gpu_shader_half_float, &glsl_type_builtin_float16_t),
_atan(gpu_shader_half_float, &glsl_type_builtin_f16vec2),
_atan(gpu_shader_half_float, &glsl_type_builtin_f16vec3),
_atan(gpu_shader_half_float, &glsl_type_builtin_f16vec4),
_atan2(gpu_shader_half_float, &glsl_type_builtin_float16_t),
_atan2(gpu_shader_half_float, &glsl_type_builtin_f16vec2),
_atan2(gpu_shader_half_float, &glsl_type_builtin_f16vec3),
_atan2(gpu_shader_half_float, &glsl_type_builtin_f16vec4),
NULL);
FHF130(sinh)
FHF130(cosh)
FHF130(tanh)
FHF130(asinh)
FHF130(acosh)
FHF130(atanh)
FHF(pow)
FHF(exp)
FHF(log)
FHF(exp2)
FHF(log2)
FDHF(sqrt)
FDHF(inversesqrt)
FI64HF(abs)
FI64HF(sign)
FDHF(floor)
FDHF130(trunc)
FDHF130GS4(round)
FDHF130(roundEven)
FDHF(ceil)
FDHF(fract)
add_function("truncate",
_truncate(gpu_shader4, &glsl_type_builtin_float),
_truncate(gpu_shader4, &glsl_type_builtin_vec2),
_truncate(gpu_shader4, &glsl_type_builtin_vec3),
_truncate(gpu_shader4, &glsl_type_builtin_vec4),
NULL);
add_function("mod",
_mod(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float),
_mod(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_float),
_mod(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_float),
_mod(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_float),
_mod(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2),
_mod(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3),
_mod(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4),
_mod(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_float16_t),
_mod(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_float16_t),
_mod(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_float16_t),
_mod(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_float16_t),
_mod(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_f16vec2),
_mod(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_f16vec3),
_mod(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_f16vec4),
_mod(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double),
_mod(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_double),
_mod(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_double),
_mod(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_double),
_mod(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2),
_mod(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3),
_mod(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4),
NULL);
FDHF130(modf)
FIUDHF2_MIXED(min)
FIUDHF2_MIXED(max)
FIUDHF2_MIXED(clamp)
add_function("mix",
_mix_lrp(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float),
_mix_lrp(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_float),
_mix_lrp(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_float),
_mix_lrp(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_float),
_mix_lrp(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2),
_mix_lrp(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3),
_mix_lrp(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4),
_mix_lrp(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_float16_t),
_mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_float16_t),
_mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_float16_t),
_mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_float16_t),
_mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_f16vec2),
_mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_f16vec3),
_mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_f16vec4),
_mix_lrp(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double),
_mix_lrp(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_double),
_mix_lrp(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_double),
_mix_lrp(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_double),
_mix_lrp(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2),
_mix_lrp(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3),
_mix_lrp(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4),
_mix_sel(v130, &glsl_type_builtin_float, &glsl_type_builtin_bool),
_mix_sel(v130, &glsl_type_builtin_vec2, &glsl_type_builtin_bvec2),
_mix_sel(v130, &glsl_type_builtin_vec3, &glsl_type_builtin_bvec3),
_mix_sel(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_bvec4),
_mix_sel(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_bool),
_mix_sel(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_bvec2),
_mix_sel(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_bvec3),
_mix_sel(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_bvec4),
_mix_sel(fp64, &glsl_type_builtin_double, &glsl_type_builtin_bool),
_mix_sel(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_bvec2),
_mix_sel(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_bvec3),
_mix_sel(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_bvec4),
_mix_sel(shader_integer_mix, &glsl_type_builtin_int, &glsl_type_builtin_bool),
_mix_sel(shader_integer_mix, &glsl_type_builtin_ivec2, &glsl_type_builtin_bvec2),
_mix_sel(shader_integer_mix, &glsl_type_builtin_ivec3, &glsl_type_builtin_bvec3),
_mix_sel(shader_integer_mix, &glsl_type_builtin_ivec4, &glsl_type_builtin_bvec4),
_mix_sel(shader_integer_mix, &glsl_type_builtin_uint, &glsl_type_builtin_bool),
_mix_sel(shader_integer_mix, &glsl_type_builtin_uvec2, &glsl_type_builtin_bvec2),
_mix_sel(shader_integer_mix, &glsl_type_builtin_uvec3, &glsl_type_builtin_bvec3),
_mix_sel(shader_integer_mix, &glsl_type_builtin_uvec4, &glsl_type_builtin_bvec4),
_mix_sel(shader_integer_mix, &glsl_type_builtin_bool, &glsl_type_builtin_bool),
_mix_sel(shader_integer_mix, &glsl_type_builtin_bvec2, &glsl_type_builtin_bvec2),
_mix_sel(shader_integer_mix, &glsl_type_builtin_bvec3, &glsl_type_builtin_bvec3),
_mix_sel(shader_integer_mix, &glsl_type_builtin_bvec4, &glsl_type_builtin_bvec4),
_mix_sel(int64_avail, &glsl_type_builtin_int64_t, &glsl_type_builtin_bool),
_mix_sel(int64_avail, &glsl_type_builtin_i64vec2, &glsl_type_builtin_bvec2),
_mix_sel(int64_avail, &glsl_type_builtin_i64vec3, &glsl_type_builtin_bvec3),
_mix_sel(int64_avail, &glsl_type_builtin_i64vec4, &glsl_type_builtin_bvec4),
_mix_sel(int64_avail, &glsl_type_builtin_uint64_t, &glsl_type_builtin_bool),
_mix_sel(int64_avail, &glsl_type_builtin_u64vec2, &glsl_type_builtin_bvec2),
_mix_sel(int64_avail, &glsl_type_builtin_u64vec3, &glsl_type_builtin_bvec3),
_mix_sel(int64_avail, &glsl_type_builtin_u64vec4, &glsl_type_builtin_bvec4),
NULL);
add_function("step",
_step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float),
_step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec2),
_step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec3),
_step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec4),
_step(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2),
_step(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3),
_step(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4),
_step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double),
_step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec2),
_step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec3),
_step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec4),
_step(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2),
_step(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3),
_step(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4),
_step(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_float16_t),
_step(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec2),
_step(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec3),
_step(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec4),
_step(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_f16vec2),
_step(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_f16vec3),
_step(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_f16vec4),
NULL);
add_function("smoothstep",
_smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float),
_smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec2),
_smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec3),
_smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec4),
_smoothstep(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2),
_smoothstep(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3),
_smoothstep(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4),
_smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double),
_smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec2),
_smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec3),
_smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec4),
_smoothstep(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2),
_smoothstep(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3),
_smoothstep(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4),
_smoothstep(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_float16_t),
_smoothstep(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec2),
_smoothstep(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec3),
_smoothstep(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec4),
_smoothstep(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_f16vec2),
_smoothstep(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_f16vec3),
_smoothstep(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_f16vec4),
NULL);
FDHF130(isnan)
FDHF130(isinf)
F(floatBitsToInt)
F(floatBitsToUint)
add_function("intBitsToFloat",
_intBitsToFloat(&glsl_type_builtin_int),
_intBitsToFloat(&glsl_type_builtin_ivec2),
_intBitsToFloat(&glsl_type_builtin_ivec3),
_intBitsToFloat(&glsl_type_builtin_ivec4),
NULL);
add_function("uintBitsToFloat",
_uintBitsToFloat(&glsl_type_builtin_uint),
_uintBitsToFloat(&glsl_type_builtin_uvec2),
_uintBitsToFloat(&glsl_type_builtin_uvec3),
_uintBitsToFloat(&glsl_type_builtin_uvec4),
NULL);
add_function("doubleBitsToInt64",
_doubleBitsToInt64(int64_fp64, &glsl_type_builtin_double),
_doubleBitsToInt64(int64_fp64, &glsl_type_builtin_dvec2),
_doubleBitsToInt64(int64_fp64, &glsl_type_builtin_dvec3),
_doubleBitsToInt64(int64_fp64, &glsl_type_builtin_dvec4),
NULL);
add_function("doubleBitsToUint64",
_doubleBitsToUint64(int64_fp64, &glsl_type_builtin_double),
_doubleBitsToUint64(int64_fp64, &glsl_type_builtin_dvec2),
_doubleBitsToUint64(int64_fp64, &glsl_type_builtin_dvec3),
_doubleBitsToUint64(int64_fp64, &glsl_type_builtin_dvec4),
NULL);
add_function("int64BitsToDouble",
_int64BitsToDouble(int64_fp64, &glsl_type_builtin_int64_t),
_int64BitsToDouble(int64_fp64, &glsl_type_builtin_i64vec2),
_int64BitsToDouble(int64_fp64, &glsl_type_builtin_i64vec3),
_int64BitsToDouble(int64_fp64, &glsl_type_builtin_i64vec4),
NULL);
add_function("uint64BitsToDouble",
_uint64BitsToDouble(int64_fp64, &glsl_type_builtin_uint64_t),
_uint64BitsToDouble(int64_fp64, &glsl_type_builtin_u64vec2),
_uint64BitsToDouble(int64_fp64, &glsl_type_builtin_u64vec3),
_uint64BitsToDouble(int64_fp64, &glsl_type_builtin_u64vec4),
NULL);
add_function("packUnorm2x16", _packUnorm2x16(shader_packing_or_es3_or_gpu_shader5), NULL);
add_function("packSnorm2x16", _packSnorm2x16(shader_packing_or_es3), NULL);
add_function("packUnorm4x8", _packUnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
add_function("packSnorm4x8", _packSnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
add_function("unpackUnorm2x16", _unpackUnorm2x16(shader_packing_or_es3_or_gpu_shader5), NULL);
add_function("unpackSnorm2x16", _unpackSnorm2x16(shader_packing_or_es3), NULL);
add_function("unpackUnorm4x8", _unpackUnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
add_function("unpackSnorm4x8", _unpackSnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
add_function("packHalf2x16", _packHalf2x16(shader_packing_or_es3), NULL);
add_function("unpackHalf2x16", _unpackHalf2x16(shader_packing_or_es3), NULL);
add_function("packFloat2x16", _packFloat2x16(gpu_shader_half_float), NULL);
add_function("unpackFloat2x16", _unpackFloat2x16(gpu_shader_half_float), NULL);
add_function("packDouble2x32", _packDouble2x32(fp64), NULL);
add_function("unpackDouble2x32", _unpackDouble2x32(fp64), NULL);
add_function("packInt2x32", _packInt2x32(int64_avail), NULL);
add_function("unpackInt2x32", _unpackInt2x32(int64_avail), NULL);
add_function("packUint2x32", _packUint2x32(int64_avail), NULL);
add_function("unpackUint2x32", _unpackUint2x32(int64_avail), NULL);
FDHF(length)
FDHF(distance)
FDHF(dot)
add_function("cross", _cross(always_available, &glsl_type_builtin_vec3),
_cross(fp64, &glsl_type_builtin_dvec3),
_cross(gpu_shader_half_float, &glsl_type_builtin_f16vec3),
NULL);
FDHF(normalize)
add_function("ftransform", _ftransform(), NULL);
FDHF(faceforward)
FDHF(reflect)
FDHF(refract)
// ...
add_function("matrixCompMult",
_matrixCompMult(always_available, &glsl_type_builtin_mat2),
_matrixCompMult(always_available, &glsl_type_builtin_mat3),
_matrixCompMult(always_available, &glsl_type_builtin_mat4),
_matrixCompMult(always_available, &glsl_type_builtin_mat2x3),
_matrixCompMult(always_available, &glsl_type_builtin_mat2x4),
_matrixCompMult(always_available, &glsl_type_builtin_mat3x2),
_matrixCompMult(always_available, &glsl_type_builtin_mat3x4),
_matrixCompMult(always_available, &glsl_type_builtin_mat4x2),
_matrixCompMult(always_available, &glsl_type_builtin_mat4x3),
_matrixCompMult(fp64, &glsl_type_builtin_dmat2),
_matrixCompMult(fp64, &glsl_type_builtin_dmat3),
_matrixCompMult(fp64, &glsl_type_builtin_dmat4),
_matrixCompMult(fp64, &glsl_type_builtin_dmat2x3),
_matrixCompMult(fp64, &glsl_type_builtin_dmat2x4),
_matrixCompMult(fp64, &glsl_type_builtin_dmat3x2),
_matrixCompMult(fp64, &glsl_type_builtin_dmat3x4),
_matrixCompMult(fp64, &glsl_type_builtin_dmat4x2),
_matrixCompMult(fp64, &glsl_type_builtin_dmat4x3),
_matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat2),
_matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat3),
_matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat4),
_matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat2x3),
_matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat2x4),
_matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat3x2),
_matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat3x4),
_matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat4x2),
_matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat4x3),
NULL);
add_function("outerProduct",
_outerProduct(v120, &glsl_type_builtin_mat2),
_outerProduct(v120, &glsl_type_builtin_mat3),
_outerProduct(v120, &glsl_type_builtin_mat4),
_outerProduct(v120, &glsl_type_builtin_mat2x3),
_outerProduct(v120, &glsl_type_builtin_mat2x4),
_outerProduct(v120, &glsl_type_builtin_mat3x2),
_outerProduct(v120, &glsl_type_builtin_mat3x4),
_outerProduct(v120, &glsl_type_builtin_mat4x2),
_outerProduct(v120, &glsl_type_builtin_mat4x3),
_outerProduct(fp64, &glsl_type_builtin_dmat2),
_outerProduct(fp64, &glsl_type_builtin_dmat3),
_outerProduct(fp64, &glsl_type_builtin_dmat4),
_outerProduct(fp64, &glsl_type_builtin_dmat2x3),
_outerProduct(fp64, &glsl_type_builtin_dmat2x4),
_outerProduct(fp64, &glsl_type_builtin_dmat3x2),
_outerProduct(fp64, &glsl_type_builtin_dmat3x4),
_outerProduct(fp64, &glsl_type_builtin_dmat4x2),
_outerProduct(fp64, &glsl_type_builtin_dmat4x3),
_outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat2),
_outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat3),
_outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat4),
_outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat2x3),
_outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat2x4),
_outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat3x2),
_outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat3x4),
_outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat4x2),
_outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat4x3),
NULL);
add_function("determinant",
_determinant_mat2(v120, &glsl_type_builtin_mat2),
_determinant_mat3(v120, &glsl_type_builtin_mat3),
_determinant_mat4(v120, &glsl_type_builtin_mat4),
_determinant_mat2(fp64, &glsl_type_builtin_dmat2),
_determinant_mat3(fp64, &glsl_type_builtin_dmat3),
_determinant_mat4(fp64, &glsl_type_builtin_dmat4),
_determinant_mat2(gpu_shader_half_float, &glsl_type_builtin_f16mat2),
_determinant_mat3(gpu_shader_half_float, &glsl_type_builtin_f16mat3),
_determinant_mat4(gpu_shader_half_float, &glsl_type_builtin_f16mat4),
NULL);
add_function("inverse",
_inverse_mat2(v140_or_es3, &glsl_type_builtin_mat2),
_inverse_mat3(v140_or_es3, &glsl_type_builtin_mat3),
_inverse_mat4(v140_or_es3, &glsl_type_builtin_mat4),
_inverse_mat2(fp64, &glsl_type_builtin_dmat2),
_inverse_mat3(fp64, &glsl_type_builtin_dmat3),
_inverse_mat4(fp64, &glsl_type_builtin_dmat4),
_inverse_mat2(gpu_shader_half_float, &glsl_type_builtin_f16mat2),
_inverse_mat3(gpu_shader_half_float, &glsl_type_builtin_f16mat3),
_inverse_mat4(gpu_shader_half_float, &glsl_type_builtin_f16mat4),
NULL);
add_function("transpose",
_transpose(v120, &glsl_type_builtin_mat2),
_transpose(v120, &glsl_type_builtin_mat3),
_transpose(v120, &glsl_type_builtin_mat4),
_transpose(v120, &glsl_type_builtin_mat2x3),
_transpose(v120, &glsl_type_builtin_mat2x4),
_transpose(v120, &glsl_type_builtin_mat3x2),
_transpose(v120, &glsl_type_builtin_mat3x4),
_transpose(v120, &glsl_type_builtin_mat4x2),
_transpose(v120, &glsl_type_builtin_mat4x3),
_transpose(fp64, &glsl_type_builtin_dmat2),
_transpose(fp64, &glsl_type_builtin_dmat3),
_transpose(fp64, &glsl_type_builtin_dmat4),
_transpose(fp64, &glsl_type_builtin_dmat2x3),
_transpose(fp64, &glsl_type_builtin_dmat2x4),
_transpose(fp64, &glsl_type_builtin_dmat3x2),
_transpose(fp64, &glsl_type_builtin_dmat3x4),
_transpose(fp64, &glsl_type_builtin_dmat4x2),
_transpose(fp64, &glsl_type_builtin_dmat4x3),
_transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat2),
_transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat3),
_transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat4),
_transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat2x3),
_transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat2x4),
_transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat3x2),
_transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat3x4),
_transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat4x2),
_transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat4x3),
NULL);
FIUDHF_VEC(lessThan)
FIUDHF_VEC(lessThanEqual)
FIUDHF_VEC(greaterThan)
FIUDHF_VEC(greaterThanEqual)
FIUBDHF_VEC(notEqual)
FIUBDHF_VEC(equal)
add_function("any",
_any(&glsl_type_builtin_bvec2),
_any(&glsl_type_builtin_bvec3),
_any(&glsl_type_builtin_bvec4),
NULL);
add_function("all",
_all(&glsl_type_builtin_bvec2),
_all(&glsl_type_builtin_bvec3),
_all(&glsl_type_builtin_bvec4),
NULL);
add_function("not",
_not(&glsl_type_builtin_bvec2),
_not(&glsl_type_builtin_bvec3),
_not(&glsl_type_builtin_bvec4),
NULL);
add_function("textureSize",
_textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_sampler1D),
_textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_isampler1D),
_textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_usampler1D),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2D),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2D),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2D),
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler3D),
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler3D),
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler3D),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerCube),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isamplerCube),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usamplerCube),
_textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_sampler1DShadow),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DShadow),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerCubeShadow),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler1DArray),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler1DArray),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler1DArray),
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DArray),
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler2DArray),
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler2DArray),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler1DArrayShadow),
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DArrayShadow),
_textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_samplerCubeArray),
_textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_isamplerCubeArray),
_textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_usamplerCubeArray),
_textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_samplerCubeArrayShadow),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DRect),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2DRect),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2DRect),
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DRectShadow),
_textureSize(texture_buffer, &glsl_type_builtin_int, &glsl_type_builtin_samplerBuffer),
_textureSize(texture_buffer, &glsl_type_builtin_int, &glsl_type_builtin_isamplerBuffer),
_textureSize(texture_buffer, &glsl_type_builtin_int, &glsl_type_builtin_usamplerBuffer),
_textureSize(texture_multisample, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DMS),
_textureSize(texture_multisample, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2DMS),
_textureSize(texture_multisample, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2DMS),
_textureSize(texture_multisample_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DMSArray),
_textureSize(texture_multisample_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler2DMSArray),
_textureSize(texture_multisample_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler2DMSArray),
_textureSize(texture_external_es3, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerExternalOES),
NULL);
add_function("textureSize1D",
_textureSize(gpu_shader4, &glsl_type_builtin_int, &glsl_type_builtin_sampler1D),
_textureSize(gpu_shader4_integer, &glsl_type_builtin_int, &glsl_type_builtin_isampler1D),
_textureSize(gpu_shader4_integer, &glsl_type_builtin_int, &glsl_type_builtin_usampler1D),
NULL);
add_function("textureSize2D",
_textureSize(gpu_shader4, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2D),
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2D),
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2D),
NULL);
add_function("textureSize3D",
_textureSize(gpu_shader4, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler3D),
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler3D),
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler3D),
NULL);
add_function("textureSizeCube",
_textureSize(gpu_shader4, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerCube),
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isamplerCube),
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usamplerCube),
NULL);
add_function("textureSize1DArray",
_textureSize(gpu_shader4_array, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler1DArray),
_textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler1DArray),
_textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler1DArray),
NULL);
add_function("textureSize2DArray",
_textureSize(gpu_shader4_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DArray),
_textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler2DArray),
_textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler2DArray),
NULL);
add_function("textureSize2DRect",
_textureSize(gpu_shader4_rect, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DRect),
_textureSize(gpu_shader4_rect_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2DRect),
_textureSize(gpu_shader4_rect_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2DRect),
NULL);
add_function("textureSizeBuffer",
_textureSize(gpu_shader4_tbo, &glsl_type_builtin_int, &glsl_type_builtin_samplerBuffer),
_textureSize(gpu_shader4_tbo_integer, &glsl_type_builtin_int, &glsl_type_builtin_isamplerBuffer),
_textureSize(gpu_shader4_tbo_integer, &glsl_type_builtin_int, &glsl_type_builtin_usamplerBuffer),
NULL);
add_function("textureSamples",
_textureSamples(shader_samples, &glsl_type_builtin_sampler2DMS),
_textureSamples(shader_samples, &glsl_type_builtin_isampler2DMS),
_textureSamples(shader_samples, &glsl_type_builtin_usampler2DMS),
_textureSamples(shader_samples, &glsl_type_builtin_sampler2DMSArray),
_textureSamples(shader_samples, &glsl_type_builtin_isampler2DMSArray),
_textureSamples(shader_samples, &glsl_type_builtin_usampler2DMSArray),
NULL);
add_function("texture",
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_tex, texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_tex, texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_tex, texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
/* samplerCubeArrayShadow is special; it has an extra parameter
* for the shadow comparator since there is no vec5 type.
*/
_textureCubeArrayShadow(ir_tex, texture_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3),
_texture(ir_tex, texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec2),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txb, derivatives_texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_txb, derivatives_texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_txb, derivatives_texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
_texture(ir_tex, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
_texture(ir_txb, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
_textureCubeArrayShadow(ir_tex, v130_or_gpu_shader4_and_tex_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow),
_textureCubeArrayShadow(ir_txb, v130_or_gpu_shader4_and_tex_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow),
NULL);
add_function("textureLod",
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txl, texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_txl, texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_txl, texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
_textureCubeArrayShadow(ir_txl, v130_or_gpu_shader4_and_tex_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow),
NULL);
add_function("textureOffset",
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
/* The next one was forgotten in GLSL 1.30 spec. It's from
* EXT_gpu_shader4 originally. It was added in 4.30 with the
* wrong syntax. This was corrected in 4.40. 4.30 indicates
* that it was intended to be included previously, so allow it
* in 1.30.
*/
_texture(ir_tex, v130_desktop, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
_texture(ir_txb, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
NULL);
add_function("texture1DOffset",
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
NULL);
add_function("texture2DOffset",
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
NULL);
add_function("texture3DOffset",
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("texture2DRectOffset",
_texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
NULL);
add_function("shadow2DRectOffset",
_texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("shadow1DOffset",
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("shadow2DOffset",
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("texture1DArrayOffset",
_texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
NULL);
add_function("texture2DArrayOffset",
_texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("shadow1DArrayOffset",
_texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("shadow2DArrayOffset",
_texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
NULL);
add_function("textureProj",
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texelFetch",
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int),
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3),
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3),
_texelFetch(texture_buffer, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerBuffer, &glsl_type_builtin_int),
_texelFetch(texture_buffer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerBuffer, &glsl_type_builtin_int),
_texelFetch(texture_buffer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerBuffer, &glsl_type_builtin_int),
_texelFetch(texture_multisample, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMS, &glsl_type_builtin_ivec2),
_texelFetch(texture_multisample, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMS, &glsl_type_builtin_ivec2),
_texelFetch(texture_multisample, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMS, &glsl_type_builtin_ivec2),
_texelFetch(texture_multisample_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMSArray, &glsl_type_builtin_ivec3),
_texelFetch(texture_multisample_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMSArray, &glsl_type_builtin_ivec3),
_texelFetch(texture_multisample_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMSArray, &glsl_type_builtin_ivec3),
_texelFetch(texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_ivec2),
NULL);
add_function("texelFetch1D",
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int),
NULL);
add_function("texelFetch2D",
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2),
NULL);
add_function("texelFetch3D",
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3),
NULL);
add_function("texelFetch2DRect",
_texelFetch(gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2),
NULL);
add_function("texelFetch1DArray",
_texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2),
NULL);
add_function("texelFetch2DArray",
_texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3),
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3),
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3),
NULL);
add_function("texelFetchBuffer",
_texelFetch(gpu_shader4_tbo, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerBuffer, &glsl_type_builtin_int),
_texelFetch(gpu_shader4_tbo_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerBuffer, &glsl_type_builtin_int),
_texelFetch(gpu_shader4_tbo_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerBuffer, &glsl_type_builtin_int),
NULL);
add_function("texelFetchOffset",
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
NULL);
add_function("texelFetch1DOffset",
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
NULL);
add_function("texelFetch2DOffset",
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
NULL);
add_function("texelFetch3DOffset",
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
NULL);
add_function("texelFetch2DRectOffset",
_texelFetch(gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
NULL);
add_function("texelFetch1DArrayOffset",
_texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
NULL);
add_function("texelFetch2DArrayOffset",
_texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
NULL);
add_function("textureProjOffset",
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture1DProjOffset",
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture2DProjOffset",
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture3DProjOffset",
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow1DProjOffset",
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow2DProjOffset",
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture2DRectProjOffset",
_texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow2DRectProjOffset",
_texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("textureLodOffset",
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
NULL);
add_function("texture1DLodOffset",
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
NULL);
add_function("texture2DLodOffset",
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
NULL);
add_function("texture3DLodOffset",
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("shadow1DLodOffset",
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("shadow2DLodOffset",
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("texture1DArrayLodOffset",
_texture(ir_txl, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
NULL);
add_function("texture2DArrayLodOffset",
_texture(ir_txl, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("shadow1DArrayLodOffset",
_texture(ir_txl, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("textureProjLod",
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("textureProjLodOffset",
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture1DProjLodOffset",
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture2DProjLodOffset",
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture3DProjLodOffset",
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow1DProjLodOffset",
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow2DProjLodOffset",
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("textureGrad",
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txd, texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_txd, texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_txd, texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
NULL);
add_function("textureGradOffset",
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
NULL);
add_function("texture1DGradOffset",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
NULL);
add_function("texture2DGradOffset",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
NULL);
add_function("texture3DGradOffset",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("texture2DRectGradOffset",
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
NULL);
add_function("shadow2DRectGradOffset",
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("shadow1DGradOffset",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("shadow2DGradOffset",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("texture1DArrayGradOffset",
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
NULL);
add_function("texture2DArrayGradOffset",
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("shadow1DArrayGradOffset",
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("shadow2DArrayGradOffset",
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
NULL);
add_function("textureProjGrad",
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("textureProjGradOffset",
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture1DProjGradOffset",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture2DProjGradOffset",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture3DProjGradOffset",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture2DRectProjGradOffset",
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow2DRectProjGradOffset",
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow1DProjGradOffset",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow2DProjGradOffset",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("EmitVertex", _EmitVertex(), NULL);
add_function("EndPrimitive", _EndPrimitive(), NULL);
add_function("EmitStreamVertex",
_EmitStreamVertex(gs_streams, &glsl_type_builtin_uint),
_EmitStreamVertex(gs_streams, &glsl_type_builtin_int),
NULL);
add_function("EndStreamPrimitive",
_EndStreamPrimitive(gs_streams, &glsl_type_builtin_uint),
_EndStreamPrimitive(gs_streams, &glsl_type_builtin_int),
NULL);
add_function("barrier", _barrier(), NULL);
add_function("textureQueryLOD",
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_float),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_float),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_float),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec2),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec2),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec2),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec3),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec3),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec3),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_float),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_float),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec2),
_textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec3),
NULL);
add_function("textureQueryLod",
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_float),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_float),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_float),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec2),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec2),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec2),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec3),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec3),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec3),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_float),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_float),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec2),
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec3),
NULL);
add_function("textureQueryLevels",
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1D),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2D),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler3D),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCube),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1DArray),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2DArray),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCubeArray),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1DShadow),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2DShadow),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCubeShadow),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1DArrayShadow),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2DArrayShadow),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCubeArrayShadow),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler1D),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler2D),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler3D),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isamplerCube),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler1DArray),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler2DArray),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isamplerCubeArray),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler1D),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler2D),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler3D),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usamplerCube),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler1DArray),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler2DArray),
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usamplerCubeArray),
NULL);
add_function("textureSamplesIdenticalEXT",
_textureSamplesIdentical(texture_samples_identical, &glsl_type_builtin_sampler2DMS, &glsl_type_builtin_ivec2),
_textureSamplesIdentical(texture_samples_identical, &glsl_type_builtin_isampler2DMS, &glsl_type_builtin_ivec2),
_textureSamplesIdentical(texture_samples_identical, &glsl_type_builtin_usampler2DMS, &glsl_type_builtin_ivec2),
_textureSamplesIdentical(texture_samples_identical_array, &glsl_type_builtin_sampler2DMSArray, &glsl_type_builtin_ivec3),
_textureSamplesIdentical(texture_samples_identical_array, &glsl_type_builtin_isampler2DMSArray, &glsl_type_builtin_ivec3),
_textureSamplesIdentical(texture_samples_identical_array, &glsl_type_builtin_usampler2DMSArray, &glsl_type_builtin_ivec3),
NULL);
add_function("texture1D",
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
NULL);
add_function("texture1DArray",
_texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txb, texture_array_derivs_only,&glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
NULL);
add_function("texture1DProj",
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture1DLod",
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
NULL);
add_function("texture1DArrayLod",
_texture(ir_txl, texture_array_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
NULL);
add_function("texture1DProjLod",
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture2D",
_texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
_texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
_texture(ir_tex, texture_external, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec2),
NULL);
add_function("texture2DArray",
_texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
NULL);
add_function("texture2DProj",
_texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, texture_external, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, texture_external, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture2DLod",
_texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
NULL);
add_function("texture2DArrayLod",
_texture(ir_txl, texture_array_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
NULL);
add_function("texture2DProjLod",
_texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture3D",
_texture(ir_tex, tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
_texture(ir_txb, derivatives_tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
NULL);
add_function("texture3DProj",
_texture(ir_tex, tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, derivatives_tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture3DLod",
_texture(ir_txl, tex3d_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
NULL);
add_function("texture3DProjLod",
_texture(ir_txl, tex3d_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("textureCube",
_texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
_texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
NULL);
add_function("textureCubeLod",
_texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
NULL);
add_function("texture2DRect",
_texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2),
NULL);
add_function("texture2DRectProj",
_texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadow1D",
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow1DArray",
_texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
_texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow2D",
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow2DEXT",
_texture(ir_tex, texture_shadow2Dext, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
_texture(ir_txb, texture_shadow2Dext, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow2DArray",
_texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
_texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
NULL);
add_function("shadow1DProj",
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadow2DArray",
_texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
_texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
NULL);
add_function("shadowCube",
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
NULL);
add_function("shadow2DProj",
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadow2DProjEXT",
_texture(ir_tex, texture_shadow2Dext, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txb, texture_shadow2Dext, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadow1DLod",
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow2DLod",
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow1DArrayLod",
_texture(ir_txl, texture_array_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow1DProjLod",
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadow2DProjLod",
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadow2DRect",
_texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow2DRectProj",
_texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture1DGradARB",
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
NULL);
add_function("texture1DProjGradARB",
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture2DGradARB",
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
NULL);
add_function("texture2DProjGradARB",
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture3DGradARB",
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
NULL);
add_function("texture3DProjGradARB",
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("textureCubeGradARB",
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
NULL);
add_function("shadow1DGradARB",
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow1DProjGradARB",
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadow2DGradARB",
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow2DProjGradARB",
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture2DRectGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
NULL);
add_function("texture2DRectProjGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadow2DRectGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow2DRectProjGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture4",
_texture(ir_tg4, texture_texture4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
NULL);
add_function("texture1DGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
NULL);
add_function("texture1DProjGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture1DArrayGrad",
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
NULL);
add_function("texture2DGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
NULL);
add_function("texture2DProjGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("texture2DArrayGrad",
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
NULL);
add_function("texture3DGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
NULL);
add_function("texture3DProjGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("textureCubeGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
NULL);
add_function("shadow1DGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow1DProjGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadow1DArrayGrad",
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow2DGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow2DProjGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadow2DArrayGrad",
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
NULL);
add_function("texture2DRectGrad",
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2),
NULL);
add_function("texture2DRectProjGrad",
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadow2DRectGrad",
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3),
NULL);
add_function("shadow2DRectProjGrad",
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
NULL);
add_function("shadowCubeGrad",
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
NULL);
add_function("textureGather",
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2),
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
_texture(ir_tg4, texture_gather_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_tg4, texture_gather_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_tg4, texture_gather_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3),
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3),
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec4),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2),
NULL);
add_function("textureGatherOffset",
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET),
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
NULL);
add_function("textureGatherOffsets",
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
NULL);
add_function("sparseTextureARB",
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
_textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_samplerCubeArrayShadow, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txb, derivatives_texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_txb, derivatives_texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_txb, derivatives_texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
NULL);
add_function("sparseTextureLodARB",
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txl, texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_txl, texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_txl, texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
NULL);
add_function("sparseTextureOffsetARB",
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
NULL);
add_function("sparseTexelFetchARB",
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, NULL, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, NULL, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, NULL, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, NULL, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, NULL, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, NULL, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, NULL, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, NULL, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, NULL, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, NULL, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, NULL, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, NULL, true),
_texelFetch(texture_multisample_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMS, &glsl_type_builtin_ivec2, NULL, true),
_texelFetch(texture_multisample_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMS, &glsl_type_builtin_ivec2, NULL, true),
_texelFetch(texture_multisample_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMS, &glsl_type_builtin_ivec2, NULL, true),
_texelFetch(texture_multisample_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMSArray, &glsl_type_builtin_ivec3, NULL, true),
_texelFetch(texture_multisample_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMSArray, &glsl_type_builtin_ivec3, NULL, true),
_texelFetch(texture_multisample_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMSArray, &glsl_type_builtin_ivec3, NULL, true),
NULL);
add_function("sparseTexelFetchOffsetARB",
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2, true),
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2, true),
NULL);
add_function("sparseTextureLodOffsetARB",
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
NULL);
add_function("sparseTextureGradARB",
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_txd, texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_txd, texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_txd, texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
NULL);
add_function("sparseTextureGradOffsetARB",
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE),
NULL);
add_function("sparseTextureGatherARB",
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_SPARSE),
NULL);
add_function("sparseTextureGatherOffsetARB",
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
NULL);
add_function("sparseTextureGatherOffsetsARB",
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE),
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
NULL);
add_function("sparseTexelsResidentARB", _is_sparse_texels_resident(), NULL);
add_function("sparseTextureClampARB",
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_samplerCubeArrayShadow, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
NULL);
add_function("textureClampARB",
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_CLAMP),
_textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_samplerCubeArrayShadow, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_txb, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
NULL);
add_function("sparseTextureOffsetClampARB",
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
NULL);
add_function("textureOffsetClampARB",
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txb, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
NULL);
add_function("sparseTextureGradClampARB",
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
NULL);
add_function("textureGradClampARB",
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_CLAMP),
NULL);
add_function("sparseTextureGradOffsetClampARB",
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
NULL);
add_function("textureGradOffsetClampARB",
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_CLAMP),
NULL);
FHF_DERIVATIVES(dFdx)
FHF_DERIVATIVES(dFdy)
FHF_DERIVATIVES(fwidth)
FHF_DERIVATIVE_CONTROL(dFdxCoarse)
FHF_DERIVATIVE_CONTROL(dFdyCoarse)
FHF_DERIVATIVE_CONTROL(fwidthCoarse)
FHF_DERIVATIVE_CONTROL(dFdxFine)
FHF_DERIVATIVE_CONTROL(dFdyFine)
FHF_DERIVATIVE_CONTROL(fwidthFine)
F(noise1)
F(noise2)
F(noise3)
F(noise4)
IU(bitfieldExtract)
IU(bitfieldInsert)
IU(bitfieldReverse)
IU(bitCount)
IU(findLSB)
IU(findMSB)
FDHFGS5(fma)
add_function("ldexp",
_ldexp(&glsl_type_builtin_float, &glsl_type_builtin_int),
_ldexp(&glsl_type_builtin_vec2, &glsl_type_builtin_ivec2),
_ldexp(&glsl_type_builtin_vec3, &glsl_type_builtin_ivec3),
_ldexp(&glsl_type_builtin_vec4, &glsl_type_builtin_ivec4),
_ldexp(&glsl_type_builtin_double, &glsl_type_builtin_int),
_ldexp(&glsl_type_builtin_dvec2, &glsl_type_builtin_ivec2),
_ldexp(&glsl_type_builtin_dvec3, &glsl_type_builtin_ivec3),
_ldexp(&glsl_type_builtin_dvec4, &glsl_type_builtin_ivec4),
_ldexp(&glsl_type_builtin_float16_t, &glsl_type_builtin_int),
_ldexp(&glsl_type_builtin_f16vec2, &glsl_type_builtin_ivec2),
_ldexp(&glsl_type_builtin_f16vec3, &glsl_type_builtin_ivec3),
_ldexp(&glsl_type_builtin_f16vec4, &glsl_type_builtin_ivec4),
NULL);
add_function("frexp",
_frexp(&glsl_type_builtin_float, &glsl_type_builtin_int),
_frexp(&glsl_type_builtin_vec2, &glsl_type_builtin_ivec2),
_frexp(&glsl_type_builtin_vec3, &glsl_type_builtin_ivec3),
_frexp(&glsl_type_builtin_vec4, &glsl_type_builtin_ivec4),
_frexp(&glsl_type_builtin_double, &glsl_type_builtin_int),
_frexp(&glsl_type_builtin_dvec2, &glsl_type_builtin_ivec2),
_frexp(&glsl_type_builtin_dvec3, &glsl_type_builtin_ivec3),
_frexp(&glsl_type_builtin_dvec4, &glsl_type_builtin_ivec4),
_frexp(&glsl_type_builtin_float16_t, &glsl_type_builtin_int),
_frexp(&glsl_type_builtin_f16vec2, &glsl_type_builtin_ivec2),
_frexp(&glsl_type_builtin_f16vec3, &glsl_type_builtin_ivec3),
_frexp(&glsl_type_builtin_f16vec4, &glsl_type_builtin_ivec4),
NULL);
add_function("uaddCarry",
_uaddCarry(&glsl_type_builtin_uint),
_uaddCarry(&glsl_type_builtin_uvec2),
_uaddCarry(&glsl_type_builtin_uvec3),
_uaddCarry(&glsl_type_builtin_uvec4),
NULL);
add_function("usubBorrow",
_usubBorrow(&glsl_type_builtin_uint),
_usubBorrow(&glsl_type_builtin_uvec2),
_usubBorrow(&glsl_type_builtin_uvec3),
_usubBorrow(&glsl_type_builtin_uvec4),
NULL);
add_function("imulExtended",
_mulExtended(&glsl_type_builtin_int),
_mulExtended(&glsl_type_builtin_ivec2),
_mulExtended(&glsl_type_builtin_ivec3),
_mulExtended(&glsl_type_builtin_ivec4),
NULL);
add_function("umulExtended",
_mulExtended(&glsl_type_builtin_uint),
_mulExtended(&glsl_type_builtin_uvec2),
_mulExtended(&glsl_type_builtin_uvec3),
_mulExtended(&glsl_type_builtin_uvec4),
NULL);
add_function("interpolateAtCentroid",
_interpolateAtCentroid(fs_interpolate_at, &glsl_type_builtin_float),
_interpolateAtCentroid(fs_interpolate_at, &glsl_type_builtin_vec2),
_interpolateAtCentroid(fs_interpolate_at, &glsl_type_builtin_vec3),
_interpolateAtCentroid(fs_interpolate_at, &glsl_type_builtin_vec4),
_interpolateAtCentroid(fs_half_float_interpolate_at, &glsl_type_builtin_float16_t),
_interpolateAtCentroid(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec2),
_interpolateAtCentroid(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec3),
_interpolateAtCentroid(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec4),
NULL);
add_function("interpolateAtOffset",
_interpolateAtOffset(fs_interpolate_at, &glsl_type_builtin_float),
_interpolateAtOffset(fs_interpolate_at, &glsl_type_builtin_vec2),
_interpolateAtOffset(fs_interpolate_at, &glsl_type_builtin_vec3),
_interpolateAtOffset(fs_interpolate_at, &glsl_type_builtin_vec4),
_interpolateAtOffset(fs_half_float_interpolate_at, &glsl_type_builtin_float16_t),
_interpolateAtOffset(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec2),
_interpolateAtOffset(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec3),
_interpolateAtOffset(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec4),
NULL);
add_function("interpolateAtSample",
_interpolateAtSample(fs_interpolate_at, &glsl_type_builtin_float),
_interpolateAtSample(fs_interpolate_at, &glsl_type_builtin_vec2),
_interpolateAtSample(fs_interpolate_at, &glsl_type_builtin_vec3),
_interpolateAtSample(fs_interpolate_at, &glsl_type_builtin_vec4),
_interpolateAtSample(fs_half_float_interpolate_at, &glsl_type_builtin_float16_t),
_interpolateAtSample(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec2),
_interpolateAtSample(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec3),
_interpolateAtSample(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec4),
NULL);
add_function("atomicCounter",
_atomic_counter_op("__intrinsic_atomic_read",
shader_atomic_counters),
NULL);
add_function("atomicCounterIncrement",
_atomic_counter_op("__intrinsic_atomic_increment",
shader_atomic_counters),
NULL);
add_function("atomicCounterDecrement",
_atomic_counter_op("__intrinsic_atomic_predecrement",
shader_atomic_counters),
NULL);
add_function("atomicCounterAddARB",
_atomic_counter_op1("__intrinsic_atomic_add",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterSubtractARB",
_atomic_counter_op1("__intrinsic_atomic_sub",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterMinARB",
_atomic_counter_op1("__intrinsic_atomic_min",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterMaxARB",
_atomic_counter_op1("__intrinsic_atomic_max",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterAndARB",
_atomic_counter_op1("__intrinsic_atomic_and",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterOrARB",
_atomic_counter_op1("__intrinsic_atomic_or",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterXorARB",
_atomic_counter_op1("__intrinsic_atomic_xor",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterExchangeARB",
_atomic_counter_op1("__intrinsic_atomic_exchange",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterCompSwapARB",
_atomic_counter_op2("__intrinsic_atomic_comp_swap",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterAdd",
_atomic_counter_op1("__intrinsic_atomic_add",
v460_desktop),
NULL);
add_function("atomicCounterSubtract",
_atomic_counter_op1("__intrinsic_atomic_sub",
v460_desktop),
NULL);
add_function("atomicCounterMin",
_atomic_counter_op1("__intrinsic_atomic_min",
v460_desktop),
NULL);
add_function("atomicCounterMax",
_atomic_counter_op1("__intrinsic_atomic_max",
v460_desktop),
NULL);
add_function("atomicCounterAnd",
_atomic_counter_op1("__intrinsic_atomic_and",
v460_desktop),
NULL);
add_function("atomicCounterOr",
_atomic_counter_op1("__intrinsic_atomic_or",
v460_desktop),
NULL);
add_function("atomicCounterXor",
_atomic_counter_op1("__intrinsic_atomic_xor",
v460_desktop),
NULL);
add_function("atomicCounterExchange",
_atomic_counter_op1("__intrinsic_atomic_exchange",
v460_desktop),
NULL);
add_function("atomicCounterCompSwap",
_atomic_counter_op2("__intrinsic_atomic_comp_swap",
v460_desktop),
NULL);
add_function("atomicAdd",
_atomic_op2("__intrinsic_atomic_add",
buffer_atomics_supported,
&glsl_type_builtin_uint),
_atomic_op2("__intrinsic_atomic_add",
buffer_atomics_supported,
&glsl_type_builtin_int),
_atomic_op2("__intrinsic_atomic_add",
shader_atomic_float_add,
&glsl_type_builtin_float),
_atomic_op2("__intrinsic_atomic_add",
buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t),
NULL);
add_function("atomicMin",
_atomic_op2("__intrinsic_atomic_min",
buffer_atomics_supported,
&glsl_type_builtin_uint),
_atomic_op2("__intrinsic_atomic_min",
buffer_atomics_supported,
&glsl_type_builtin_int),
_atomic_op2("__intrinsic_atomic_min",
shader_atomic_float_minmax,
&glsl_type_builtin_float),
_atomic_op2("__intrinsic_atomic_min",
buffer_int64_atomics_supported,
&glsl_type_builtin_uint64_t),
_atomic_op2("__intrinsic_atomic_min",
buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t),
NULL);
add_function("atomicMax",
_atomic_op2("__intrinsic_atomic_max",
buffer_atomics_supported,
&glsl_type_builtin_uint),
_atomic_op2("__intrinsic_atomic_max",
buffer_atomics_supported,
&glsl_type_builtin_int),
_atomic_op2("__intrinsic_atomic_max",
shader_atomic_float_minmax,
&glsl_type_builtin_float),
_atomic_op2("__intrinsic_atomic_max",
buffer_int64_atomics_supported,
&glsl_type_builtin_uint64_t),
_atomic_op2("__intrinsic_atomic_max",
buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t),
NULL);
add_function("atomicAnd",
_atomic_op2("__intrinsic_atomic_and",
buffer_atomics_supported,
&glsl_type_builtin_uint),
_atomic_op2("__intrinsic_atomic_and",
buffer_atomics_supported,
&glsl_type_builtin_int),
_atomic_op2("__intrinsic_atomic_and",
buffer_int64_atomics_supported,
&glsl_type_builtin_uint64_t),
_atomic_op2("__intrinsic_atomic_and",
buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t),
NULL);
add_function("atomicOr",
_atomic_op2("__intrinsic_atomic_or",
buffer_atomics_supported,
&glsl_type_builtin_uint),
_atomic_op2("__intrinsic_atomic_or",
buffer_atomics_supported,
&glsl_type_builtin_int),
_atomic_op2("__intrinsic_atomic_or",
buffer_int64_atomics_supported,
&glsl_type_builtin_uint64_t),
_atomic_op2("__intrinsic_atomic_or",
buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t),
NULL);
add_function("atomicXor",
_atomic_op2("__intrinsic_atomic_xor",
buffer_atomics_supported,
&glsl_type_builtin_uint),
_atomic_op2("__intrinsic_atomic_xor",
buffer_atomics_supported,
&glsl_type_builtin_int),
_atomic_op2("__intrinsic_atomic_xor",
buffer_int64_atomics_supported,
&glsl_type_builtin_uint64_t),
_atomic_op2("__intrinsic_atomic_xor",
buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t),
NULL);
add_function("atomicExchange",
_atomic_op2("__intrinsic_atomic_exchange",
buffer_atomics_supported,
&glsl_type_builtin_uint),
_atomic_op2("__intrinsic_atomic_exchange",
buffer_atomics_supported,
&glsl_type_builtin_int),
_atomic_op2("__intrinsic_atomic_exchange",
buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t),
_atomic_op2("__intrinsic_atomic_exchange",
shader_atomic_float_exchange,
&glsl_type_builtin_float),
NULL);
add_function("atomicCompSwap",
_atomic_op3("__intrinsic_atomic_comp_swap",
buffer_atomics_supported,
&glsl_type_builtin_uint),
_atomic_op3("__intrinsic_atomic_comp_swap",
buffer_atomics_supported,
&glsl_type_builtin_int),
_atomic_op3("__intrinsic_atomic_comp_swap",
buffer_int64_atomics_supported,
&glsl_type_builtin_int64_t),
_atomic_op3("__intrinsic_atomic_comp_swap",
shader_atomic_float_minmax,
&glsl_type_builtin_float),
NULL);
add_function("min3",
_min3(shader_trinary_minmax, &glsl_type_builtin_float),
_min3(shader_trinary_minmax, &glsl_type_builtin_vec2),
_min3(shader_trinary_minmax, &glsl_type_builtin_vec3),
_min3(shader_trinary_minmax, &glsl_type_builtin_vec4),
_min3(shader_trinary_minmax_half_float, &glsl_type_builtin_float16_t),
_min3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec2),
_min3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec3),
_min3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec4),
_min3(shader_trinary_minmax, &glsl_type_builtin_int),
_min3(shader_trinary_minmax, &glsl_type_builtin_ivec2),
_min3(shader_trinary_minmax, &glsl_type_builtin_ivec3),
_min3(shader_trinary_minmax, &glsl_type_builtin_ivec4),
_min3(shader_trinary_minmax, &glsl_type_builtin_uint),
_min3(shader_trinary_minmax, &glsl_type_builtin_uvec2),
_min3(shader_trinary_minmax, &glsl_type_builtin_uvec3),
_min3(shader_trinary_minmax, &glsl_type_builtin_uvec4),
NULL);
add_function("max3",
_max3(shader_trinary_minmax, &glsl_type_builtin_float),
_max3(shader_trinary_minmax, &glsl_type_builtin_vec2),
_max3(shader_trinary_minmax, &glsl_type_builtin_vec3),
_max3(shader_trinary_minmax, &glsl_type_builtin_vec4),
_max3(shader_trinary_minmax_half_float, &glsl_type_builtin_float16_t),
_max3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec2),
_max3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec3),
_max3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec4),
_max3(shader_trinary_minmax, &glsl_type_builtin_int),
_max3(shader_trinary_minmax, &glsl_type_builtin_ivec2),
_max3(shader_trinary_minmax, &glsl_type_builtin_ivec3),
_max3(shader_trinary_minmax, &glsl_type_builtin_ivec4),
_max3(shader_trinary_minmax, &glsl_type_builtin_uint),
_max3(shader_trinary_minmax, &glsl_type_builtin_uvec2),
_max3(shader_trinary_minmax, &glsl_type_builtin_uvec3),
_max3(shader_trinary_minmax, &glsl_type_builtin_uvec4),
NULL);
add_function("mid3",
_mid3(shader_trinary_minmax, &glsl_type_builtin_float),
_mid3(shader_trinary_minmax, &glsl_type_builtin_vec2),
_mid3(shader_trinary_minmax, &glsl_type_builtin_vec3),
_mid3(shader_trinary_minmax, &glsl_type_builtin_vec4),
_mid3(shader_trinary_minmax_half_float, &glsl_type_builtin_float16_t),
_mid3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec2),
_mid3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec3),
_mid3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec4),
_mid3(shader_trinary_minmax, &glsl_type_builtin_int),
_mid3(shader_trinary_minmax, &glsl_type_builtin_ivec2),
_mid3(shader_trinary_minmax, &glsl_type_builtin_ivec3),
_mid3(shader_trinary_minmax, &glsl_type_builtin_ivec4),
_mid3(shader_trinary_minmax, &glsl_type_builtin_uint),
_mid3(shader_trinary_minmax, &glsl_type_builtin_uvec2),
_mid3(shader_trinary_minmax, &glsl_type_builtin_uvec3),
_mid3(shader_trinary_minmax, &glsl_type_builtin_uvec4),
NULL);
add_image_functions(true);
add_function("memoryBarrier",
_memory_barrier("__intrinsic_memory_barrier",
shader_image_load_store),
NULL);
add_function("groupMemoryBarrier",
_memory_barrier("__intrinsic_group_memory_barrier",
compute_shader),
NULL);
add_function("memoryBarrierAtomicCounter",
_memory_barrier("__intrinsic_memory_barrier_atomic_counter",
compute_shader_supported),
NULL);
add_function("memoryBarrierBuffer",
_memory_barrier("__intrinsic_memory_barrier_buffer",
compute_shader_supported),
NULL);
add_function("memoryBarrierImage",
_memory_barrier("__intrinsic_memory_barrier_image",
compute_shader_supported),
NULL);
add_function("memoryBarrierShared",
_memory_barrier("__intrinsic_memory_barrier_shared",
compute_shader),
NULL);
add_function("ballotARB", _ballot(&glsl_type_builtin_uint64_t, ballot_arb), NULL);
add_function("readInvocationARB",
FIU(_read_invocation, ballot_arb),
NULL);
add_function("readFirstInvocationARB",
FIU(_read_first_invocation, ballot_arb),
NULL);
add_function("clock2x32ARB",
_shader_clock(shader_clock,
&glsl_type_builtin_uvec2),
NULL);
add_function("clock2x32EXT",
_shader_clock(shader_clock,
&glsl_type_builtin_uvec2),
NULL);
add_function("clockARB",
_shader_clock(shader_clock_int64,
&glsl_type_builtin_uint64_t),
NULL);
add_function("clockRealtime2x32EXT",
_shader_clock_realtime(shader_clock_realtime,
&glsl_type_builtin_uvec2),
NULL);
add_function("clockRealtimeEXT",
_shader_clock_realtime(shader_clock_realtime_int64,
&glsl_type_builtin_uint64_t),
NULL);
add_function("beginInvocationInterlockARB",
_invocation_interlock(
"__intrinsic_begin_invocation_interlock",
supports_arb_fragment_shader_interlock),
NULL);
add_function("endInvocationInterlockARB",
_invocation_interlock(
"__intrinsic_end_invocation_interlock",
supports_arb_fragment_shader_interlock),
NULL);
add_function("beginInvocationInterlockNV",
_invocation_interlock(
"__intrinsic_begin_invocation_interlock",
supports_nv_fragment_shader_interlock),
NULL);
add_function("endInvocationInterlockNV",
_invocation_interlock(
"__intrinsic_end_invocation_interlock",
supports_nv_fragment_shader_interlock),
NULL);
add_function("anyInvocationARB",
_vote(&glsl_type_builtin_bool, vote, "__intrinsic_vote_any"),
NULL);
add_function("allInvocationsARB",
_vote(&glsl_type_builtin_bool, vote, "__intrinsic_vote_all"),
NULL);
add_function("allInvocationsEqualARB",
_vote(&glsl_type_builtin_bool, vote, "__intrinsic_vote_eq"),
NULL);
add_function("anyInvocationEXT",
_vote(&glsl_type_builtin_bool, vote_ext, "__intrinsic_vote_any"),
NULL);
add_function("allInvocationsEXT",
_vote(&glsl_type_builtin_bool, vote_ext, "__intrinsic_vote_all"),
NULL);
add_function("allInvocationsEqualEXT",
_vote(&glsl_type_builtin_bool, vote_ext, "__intrinsic_vote_eq"),
NULL);
add_function("anyInvocation",
_vote(&glsl_type_builtin_bool, v460_desktop, "__intrinsic_vote_any"),
NULL);
add_function("allInvocations",
_vote(&glsl_type_builtin_bool, v460_desktop, "__intrinsic_vote_all"),
NULL);
add_function("allInvocationsEqual",
_vote(&glsl_type_builtin_bool, v460_desktop, "__intrinsic_vote_eq"),
NULL);
add_function("helperInvocationEXT", _helper_invocation(), NULL);
add_function("countLeadingZeros",
_countLeadingZeros(shader_integer_functions2,
&glsl_type_builtin_uint),
_countLeadingZeros(shader_integer_functions2,
&glsl_type_builtin_uvec2),
_countLeadingZeros(shader_integer_functions2,
&glsl_type_builtin_uvec3),
_countLeadingZeros(shader_integer_functions2,
&glsl_type_builtin_uvec4),
NULL);
add_function("countTrailingZeros",
_countTrailingZeros(shader_integer_functions2,
&glsl_type_builtin_uint),
_countTrailingZeros(shader_integer_functions2,
&glsl_type_builtin_uvec2),
_countTrailingZeros(shader_integer_functions2,
&glsl_type_builtin_uvec3),
_countTrailingZeros(shader_integer_functions2,
&glsl_type_builtin_uvec4),
NULL);
add_function("absoluteDifference",
_absoluteDifference(shader_integer_functions2,
&glsl_type_builtin_int),
_absoluteDifference(shader_integer_functions2,
&glsl_type_builtin_ivec2),
_absoluteDifference(shader_integer_functions2,
&glsl_type_builtin_ivec3),
_absoluteDifference(shader_integer_functions2,
&glsl_type_builtin_ivec4),
_absoluteDifference(shader_integer_functions2,
&glsl_type_builtin_uint),
_absoluteDifference(shader_integer_functions2,
&glsl_type_builtin_uvec2),
_absoluteDifference(shader_integer_functions2,
&glsl_type_builtin_uvec3),
_absoluteDifference(shader_integer_functions2,
&glsl_type_builtin_uvec4),
_absoluteDifference(shader_integer_functions2_int64,
&glsl_type_builtin_int64_t),
_absoluteDifference(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec2),
_absoluteDifference(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec3),
_absoluteDifference(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec4),
_absoluteDifference(shader_integer_functions2_int64,
&glsl_type_builtin_uint64_t),
_absoluteDifference(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec2),
_absoluteDifference(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec3),
_absoluteDifference(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec4),
NULL);
add_function("addSaturate",
_addSaturate(shader_integer_functions2,
&glsl_type_builtin_int),
_addSaturate(shader_integer_functions2,
&glsl_type_builtin_ivec2),
_addSaturate(shader_integer_functions2,
&glsl_type_builtin_ivec3),
_addSaturate(shader_integer_functions2,
&glsl_type_builtin_ivec4),
_addSaturate(shader_integer_functions2,
&glsl_type_builtin_uint),
_addSaturate(shader_integer_functions2,
&glsl_type_builtin_uvec2),
_addSaturate(shader_integer_functions2,
&glsl_type_builtin_uvec3),
_addSaturate(shader_integer_functions2,
&glsl_type_builtin_uvec4),
_addSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_int64_t),
_addSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec2),
_addSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec3),
_addSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec4),
_addSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_uint64_t),
_addSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec2),
_addSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec3),
_addSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec4),
NULL);
add_function("average",
_average(shader_integer_functions2,
&glsl_type_builtin_int),
_average(shader_integer_functions2,
&glsl_type_builtin_ivec2),
_average(shader_integer_functions2,
&glsl_type_builtin_ivec3),
_average(shader_integer_functions2,
&glsl_type_builtin_ivec4),
_average(shader_integer_functions2,
&glsl_type_builtin_uint),
_average(shader_integer_functions2,
&glsl_type_builtin_uvec2),
_average(shader_integer_functions2,
&glsl_type_builtin_uvec3),
_average(shader_integer_functions2,
&glsl_type_builtin_uvec4),
_average(shader_integer_functions2_int64,
&glsl_type_builtin_int64_t),
_average(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec2),
_average(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec3),
_average(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec4),
_average(shader_integer_functions2_int64,
&glsl_type_builtin_uint64_t),
_average(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec2),
_average(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec3),
_average(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec4),
NULL);
add_function("averageRounded",
_averageRounded(shader_integer_functions2,
&glsl_type_builtin_int),
_averageRounded(shader_integer_functions2,
&glsl_type_builtin_ivec2),
_averageRounded(shader_integer_functions2,
&glsl_type_builtin_ivec3),
_averageRounded(shader_integer_functions2,
&glsl_type_builtin_ivec4),
_averageRounded(shader_integer_functions2,
&glsl_type_builtin_uint),
_averageRounded(shader_integer_functions2,
&glsl_type_builtin_uvec2),
_averageRounded(shader_integer_functions2,
&glsl_type_builtin_uvec3),
_averageRounded(shader_integer_functions2,
&glsl_type_builtin_uvec4),
_averageRounded(shader_integer_functions2_int64,
&glsl_type_builtin_int64_t),
_averageRounded(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec2),
_averageRounded(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec3),
_averageRounded(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec4),
_averageRounded(shader_integer_functions2_int64,
&glsl_type_builtin_uint64_t),
_averageRounded(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec2),
_averageRounded(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec3),
_averageRounded(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec4),
NULL);
add_function("subtractSaturate",
_subtractSaturate(shader_integer_functions2,
&glsl_type_builtin_int),
_subtractSaturate(shader_integer_functions2,
&glsl_type_builtin_ivec2),
_subtractSaturate(shader_integer_functions2,
&glsl_type_builtin_ivec3),
_subtractSaturate(shader_integer_functions2,
&glsl_type_builtin_ivec4),
_subtractSaturate(shader_integer_functions2,
&glsl_type_builtin_uint),
_subtractSaturate(shader_integer_functions2,
&glsl_type_builtin_uvec2),
_subtractSaturate(shader_integer_functions2,
&glsl_type_builtin_uvec3),
_subtractSaturate(shader_integer_functions2,
&glsl_type_builtin_uvec4),
_subtractSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_int64_t),
_subtractSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec2),
_subtractSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec3),
_subtractSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_i64vec4),
_subtractSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_uint64_t),
_subtractSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec2),
_subtractSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec3),
_subtractSaturate(shader_integer_functions2_int64,
&glsl_type_builtin_u64vec4),
NULL);
add_function("multiply32x16",
_multiply32x16(shader_integer_functions2,
&glsl_type_builtin_int),
_multiply32x16(shader_integer_functions2,
&glsl_type_builtin_ivec2),
_multiply32x16(shader_integer_functions2,
&glsl_type_builtin_ivec3),
_multiply32x16(shader_integer_functions2,
&glsl_type_builtin_ivec4),
_multiply32x16(shader_integer_functions2,
&glsl_type_builtin_uint),
_multiply32x16(shader_integer_functions2,
&glsl_type_builtin_uvec2),
_multiply32x16(shader_integer_functions2,
&glsl_type_builtin_uvec3),
_multiply32x16(shader_integer_functions2,
&glsl_type_builtin_uvec4),
NULL);
add_function("subgroupBarrier",
_subgroup_barrier("__intrinsic_subgroup_barrier", subgroup_basic), NULL);
add_function("subgroupMemoryBarrier",
_subgroup_barrier("__intrinsic_subgroup_memory_barrier", subgroup_basic), NULL);
add_function("subgroupMemoryBarrierBuffer",
_subgroup_barrier("__intrinsic_subgroup_memory_barrier_buffer", subgroup_basic),
NULL);
add_function("subgroupMemoryBarrierShared",
_subgroup_barrier("__intrinsic_subgroup_memory_barrier_shared",
compute_shader_and_subgroup_basic),
NULL);
add_function("subgroupMemoryBarrierImage",
_subgroup_barrier("__intrinsic_subgroup_memory_barrier_image", subgroup_basic),
NULL);
add_function("subgroupElect", _elect(), NULL);
add_function("subgroupAll",
_vote(&glsl_type_builtin_bool, vote_khr, "__intrinsic_vote_all"), NULL);
add_function("subgroupAny",
_vote(&glsl_type_builtin_bool, vote_khr, "__intrinsic_vote_any"), NULL);
add_function("subgroupAllEqual",
FIUBD_AVAIL(_vote, vote_khr, "__intrinsic_vote_eq"), NULL);
add_function("subgroupBroadcast", FIUBD_AVAIL(_read_invocation, ballot_khr), NULL);
add_function("subgroupBroadcastFirst", FIUBD_AVAIL(_read_first_invocation, ballot_khr), NULL);
add_function("subgroupBallot", _ballot(&glsl_type_builtin_uvec4, ballot_khr), NULL);
add_function("subgroupInverseBallot", _inverse_ballot(), NULL);
add_function("subgroupBallotBitExtract", _ballot_bit_extract(), NULL);
add_function("subgroupBallotBitCount", _ballot_bit("__intrinsic_ballot_bit_count"), NULL);
add_function("subgroupBallotInclusiveBitCount",
_ballot_bit("__intrinsic_ballot_inclusive_bit_count"), NULL);
add_function("subgroupBallotExclusiveBitCount",
_ballot_bit("__intrinsic_ballot_exclusive_bit_count"), NULL);
add_function("subgroupBallotFindLSB", _ballot_bit("__intrinsic_ballot_find_lsb"), NULL);
add_function("subgroupBallotFindMSB", _ballot_bit("__intrinsic_ballot_find_msb"), NULL);
add_function("subgroupShuffle", FIUBD(_shuffle), NULL);
add_function("subgroupShuffleXor", FIUBD(_shuffle_xor), NULL);
add_function("subgroupShuffleUp", FIUBD(_shuffle_up), NULL);
add_function("subgroupShuffleDown", FIUBD(_shuffle_down), NULL);
#define SUBGROUP_ARITH(ext, group1, group2) \
add_function("subgroup" #group1 "Add", \
FIUD(_subgroup_##ext, "__intrinsic_" #group2 "_add"), NULL); \
add_function("subgroup" #group1 "Mul", \
FIUD(_subgroup_##ext, "__intrinsic_" #group2 "_mul"), NULL); \
add_function("subgroup" #group1 "Min", \
FIUD(_subgroup_##ext, "__intrinsic_" #group2 "_min"), NULL); \
add_function("subgroup" #group1 "Max", \
FIUD(_subgroup_##ext, "__intrinsic_" #group2 "_max"), NULL); \
add_function("subgroup" #group1 "And", \
IUB(_subgroup_##ext, "__intrinsic_" #group2 "_and"), NULL); \
add_function("subgroup" #group1 "Or", \
IUB(_subgroup_##ext, "__intrinsic_" #group2 "_or"), NULL); \
add_function("subgroup" #group1 "Xor", \
IUB(_subgroup_##ext, "__intrinsic_" #group2 "_xor"), NULL)
SUBGROUP_ARITH(arithmetic, /* empty */, reduce);
SUBGROUP_ARITH(arithmetic, Inclusive, inclusive);
SUBGROUP_ARITH(arithmetic, Exclusive, exclusive);
SUBGROUP_ARITH(clustered, Clustered, clustered);
add_function("subgroupQuadBroadcast", FIUBD(_quad_broadcast), NULL);
add_function("subgroupQuadSwapHorizontal",
FIUBD(_quad_swap, "__intrinsic_quad_swap_horizontal"), NULL);
add_function("subgroupQuadSwapVertical",
FIUBD(_quad_swap, "__intrinsic_quad_swap_vertical"), NULL);
add_function("subgroupQuadSwapDiagonal",
FIUBD(_quad_swap, "__intrinsic_quad_swap_diagonal"), NULL);
#undef F
#undef FI
#undef FIUDHF_VEC
#undef FIUBDHF_VEC
#undef FIU2_MIXED
}
void
builtin_builder::add_function(const char *name, ...)
{
va_list ap;
ir_function *f = new(mem_ctx) ir_function(name);
va_start(ap, name);
while (true) {
ir_function_signature *sig = va_arg(ap, ir_function_signature *);
if (sig == NULL)
break;
if (false) {
exec_list stuff;
stuff.push_tail(sig);
validate_ir_tree(&stuff);
}
f->add_signature(sig);
}
va_end(ap);
symbols->add_function(f);
}
void
builtin_builder::add_image_function(const char *name,
const char *intrinsic_name,
image_prototype_ctr prototype,
unsigned num_arguments,
unsigned flags,
enum ir_intrinsic_id intrinsic_id)
{
static const glsl_type *const types[] = {
&glsl_type_builtin_image1D,
&glsl_type_builtin_image2D,
&glsl_type_builtin_image3D,
&glsl_type_builtin_image2DRect,
&glsl_type_builtin_imageCube,
&glsl_type_builtin_imageBuffer,
&glsl_type_builtin_image1DArray,
&glsl_type_builtin_image2DArray,
&glsl_type_builtin_imageCubeArray,
&glsl_type_builtin_image2DMS,
&glsl_type_builtin_image2DMSArray,
&glsl_type_builtin_iimage1D,
&glsl_type_builtin_iimage2D,
&glsl_type_builtin_iimage3D,
&glsl_type_builtin_iimage2DRect,
&glsl_type_builtin_iimageCube,
&glsl_type_builtin_iimageBuffer,
&glsl_type_builtin_iimage1DArray,
&glsl_type_builtin_iimage2DArray,
&glsl_type_builtin_iimageCubeArray,
&glsl_type_builtin_iimage2DMS,
&glsl_type_builtin_iimage2DMSArray,
&glsl_type_builtin_uimage1D,
&glsl_type_builtin_uimage2D,
&glsl_type_builtin_uimage3D,
&glsl_type_builtin_uimage2DRect,
&glsl_type_builtin_uimageCube,
&glsl_type_builtin_uimageBuffer,
&glsl_type_builtin_uimage1DArray,
&glsl_type_builtin_uimage2DArray,
&glsl_type_builtin_uimageCubeArray,
&glsl_type_builtin_uimage2DMS,
&glsl_type_builtin_uimage2DMSArray
};
ir_function *f = new(mem_ctx) ir_function(name);
for (unsigned i = 0; i < ARRAY_SIZE(types); ++i) {
if (types[i]->sampled_type == GLSL_TYPE_FLOAT && !(flags & IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE))
continue;
if (types[i]->sampled_type == GLSL_TYPE_INT && !(flags & IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE))
continue;
if ((types[i]->sampler_dimensionality != GLSL_SAMPLER_DIM_MS) && (flags & IMAGE_FUNCTION_MS_ONLY))
continue;
if (flags & IMAGE_FUNCTION_SPARSE) {
switch (types[i]->sampler_dimensionality) {
case GLSL_SAMPLER_DIM_2D:
case GLSL_SAMPLER_DIM_3D:
case GLSL_SAMPLER_DIM_CUBE:
case GLSL_SAMPLER_DIM_RECT:
case GLSL_SAMPLER_DIM_MS:
break;
default:
continue;
}
}
f->add_signature(_image(prototype, types[i], intrinsic_name,
num_arguments, flags, intrinsic_id));
}
symbols->add_function(f);
}
void
builtin_builder::add_image_functions(bool glsl)
{
const unsigned flags = (glsl ? IMAGE_FUNCTION_EMIT_STUB : 0);
add_image_function(glsl ? "imageLoad" : "__intrinsic_image_load",
"__intrinsic_image_load",
&builtin_builder::_image_prototype, 0,
(flags | IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
IMAGE_FUNCTION_READ_ONLY),
ir_intrinsic_image_load);
add_image_function(glsl ? "imageStore" : "__intrinsic_image_store",
"__intrinsic_image_store",
&builtin_builder::_image_prototype, 1,
(flags | IMAGE_FUNCTION_RETURNS_VOID |
IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
IMAGE_FUNCTION_WRITE_ONLY),
ir_intrinsic_image_store);
const unsigned atom_flags = flags | IMAGE_FUNCTION_AVAIL_ATOMIC;
add_image_function(glsl ? "imageAtomicAdd" : "__intrinsic_image_atomic_add",
"__intrinsic_image_atomic_add",
&builtin_builder::_image_prototype, 1,
(flags | IMAGE_FUNCTION_AVAIL_ATOMIC_ADD |
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE),
ir_intrinsic_image_atomic_add);
add_image_function(glsl ? "imageAtomicMin" : "__intrinsic_image_atomic_min",
"__intrinsic_image_atomic_min",
&builtin_builder::_image_prototype, 1,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_min);
add_image_function(glsl ? "imageAtomicMax" : "__intrinsic_image_atomic_max",
"__intrinsic_image_atomic_max",
&builtin_builder::_image_prototype, 1,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_max);
add_image_function(glsl ? "imageAtomicAnd" : "__intrinsic_image_atomic_and",
"__intrinsic_image_atomic_and",
&builtin_builder::_image_prototype, 1,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_and);
add_image_function(glsl ? "imageAtomicOr" : "__intrinsic_image_atomic_or",
"__intrinsic_image_atomic_or",
&builtin_builder::_image_prototype, 1,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_or);
add_image_function(glsl ? "imageAtomicXor" : "__intrinsic_image_atomic_xor",
"__intrinsic_image_atomic_xor",
&builtin_builder::_image_prototype, 1,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_xor);
add_image_function((glsl ? "imageAtomicExchange" :
"__intrinsic_image_atomic_exchange"),
"__intrinsic_image_atomic_exchange",
&builtin_builder::_image_prototype, 1,
(flags | IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE),
ir_intrinsic_image_atomic_exchange);
add_image_function((glsl ? "imageAtomicCompSwap" :
"__intrinsic_image_atomic_comp_swap"),
"__intrinsic_image_atomic_comp_swap",
&builtin_builder::_image_prototype, 2,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_comp_swap);
add_image_function(glsl ? "imageSize" : "__intrinsic_image_size",
"__intrinsic_image_size",
&builtin_builder::_image_size_prototype, 1,
flags | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_size);
add_image_function(glsl ? "imageSamples" : "__intrinsic_image_samples",
"__intrinsic_image_samples",
&builtin_builder::_image_samples_prototype, 1,
flags | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
IMAGE_FUNCTION_MS_ONLY,
ir_intrinsic_image_samples);
/* EXT_shader_image_load_store */
add_image_function(glsl ? "imageAtomicIncWrap" : "__intrinsic_image_atomic_inc_wrap",
"__intrinsic_image_atomic_inc_wrap",
&builtin_builder::_image_prototype, 1,
(atom_flags | IMAGE_FUNCTION_EXT_ONLY),
ir_intrinsic_image_atomic_inc_wrap);
add_image_function(glsl ? "imageAtomicDecWrap" : "__intrinsic_image_atomic_dec_wrap",
"__intrinsic_image_atomic_dec_wrap",
&builtin_builder::_image_prototype, 1,
(atom_flags | IMAGE_FUNCTION_EXT_ONLY),
ir_intrinsic_image_atomic_dec_wrap);
/* ARB_sparse_texture2 */
add_image_function(glsl ? "sparseImageLoadARB" : "__intrinsic_image_sparse_load",
"__intrinsic_image_sparse_load",
&builtin_builder::_image_prototype, 0,
(flags | IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
IMAGE_FUNCTION_READ_ONLY |
IMAGE_FUNCTION_SPARSE),
ir_intrinsic_image_sparse_load);
}
ir_variable *
builtin_builder::in_var(const glsl_type *type, const char *name)
{
return new(mem_ctx) ir_variable(type, name, ir_var_function_in);
}
ir_variable *
builtin_builder::in_highp_var(const glsl_type *type, const char *name)
{
ir_variable *var = in_var(type, name);
var->data.precision = GLSL_PRECISION_HIGH;
return var;
}
ir_variable *
builtin_builder::in_mediump_var(const glsl_type *type, const char *name)
{
ir_variable *var = in_var(type, name);
var->data.precision = GLSL_PRECISION_MEDIUM;
return var;
}
ir_variable *
builtin_builder::out_var(const glsl_type *type, const char *name)
{
return new(mem_ctx) ir_variable(type, name, ir_var_function_out);
}
ir_variable *
builtin_builder::out_lowp_var(const glsl_type *type, const char *name)
{
ir_variable *var = out_var(type, name);
var->data.precision = GLSL_PRECISION_LOW;
return var;
}
ir_variable *
builtin_builder::out_highp_var(const glsl_type *type, const char *name)
{
ir_variable *var = out_var(type, name);
var->data.precision = GLSL_PRECISION_HIGH;
return var;
}
ir_variable *
builtin_builder::as_highp(ir_factory &body, ir_variable *var)
{
ir_variable *t = body.make_temp(var->type, "highp_tmp");
body.emit(assign(t, var));
return t;
}
ir_constant *
builtin_builder::imm(float16_t f16, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(f16, vector_elements);
}
ir_constant *
builtin_builder::imm(bool b, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(b, vector_elements);
}
ir_constant *
builtin_builder::imm(float f, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(f, vector_elements);
}
ir_constant *
builtin_builder::imm(int i, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(i, vector_elements);
}
ir_constant *
builtin_builder::imm(unsigned u, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(u, vector_elements);
}
ir_constant *
builtin_builder::imm(double d, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(d, vector_elements);
}
ir_constant *
builtin_builder::imm(const glsl_type *type, const ir_constant_data &data)
{
return new(mem_ctx) ir_constant(type, &data);
}
#define IMM_FP(type, val) (glsl_type_is_double(type)) ? imm(val) : \
(glsl_type_is_float_16(type) ? imm((float16_t)val) : imm((float)val))
ir_dereference_variable *
builtin_builder::var_ref(ir_variable *var)
{
return new(mem_ctx) ir_dereference_variable(var);
}
ir_dereference_array *
builtin_builder::array_ref(ir_variable *var, int idx)
{
return new(mem_ctx) ir_dereference_array(var, imm(idx));
}
/** Return an element of a matrix */
ir_swizzle *
builtin_builder::matrix_elt(ir_variable *var, int column, int row)
{
return swizzle(array_ref(var, column), row, 1);
}
ir_dereference_record *
builtin_builder::record_ref(ir_variable *var, const char *field)
{
return new(mem_ctx) ir_dereference_record(var, field);
}
/**
* Implementations of built-in functions:
* @{
*/
ir_function_signature *
builtin_builder::new_sig(const glsl_type *return_type,
builtin_available_predicate avail,
int num_params,
...)
{
va_list ap;
ir_function_signature *sig =
new(mem_ctx) ir_function_signature(return_type, avail);
exec_list plist;
va_start(ap, num_params);
for (int i = 0; i < num_params; i++) {
plist.push_tail(va_arg(ap, ir_variable *));
}
va_end(ap);
sig->replace_parameters(&plist);
return sig;
}
#define MAKE_SIG(return_type, avail, ...) \
ir_function_signature *sig = \
new_sig(return_type, avail, __VA_ARGS__); \
ir_factory body(&sig->body, mem_ctx); \
sig->is_defined = true;
#define MAKE_INTRINSIC(return_type, id, avail, ...) \
ir_function_signature *sig = \
new_sig(return_type, avail, __VA_ARGS__); \
sig->intrinsic_id = id;
ir_function_signature *
builtin_builder::unop(builtin_available_predicate avail,
ir_expression_operation opcode,
const glsl_type *return_type,
const glsl_type *param_type)
{
ir_variable *x = in_var(param_type, "x");
MAKE_SIG(return_type, avail, 1, x);
body.emit(ret(expr(opcode, x)));
return sig;
}
#define UNOP(NAME, OPCODE, AVAIL) \
ir_function_signature * \
builtin_builder::_##NAME(const glsl_type *type) \
{ \
return unop(&AVAIL, OPCODE, type, type); \
}
#define UNOPA(NAME, OPCODE) \
ir_function_signature * \
builtin_builder::_##NAME(builtin_available_predicate avail, const glsl_type *type) \
{ \
return unop(avail, OPCODE, type, type); \
}
ir_function_signature *
builtin_builder::binop(builtin_available_predicate avail,
ir_expression_operation opcode,
const glsl_type *return_type,
const glsl_type *param0_type,
const glsl_type *param1_type,
bool swap_operands)
{
ir_variable *x = in_var(param0_type, "x");
ir_variable *y = in_var(param1_type, "y");
MAKE_SIG(return_type, avail, 2, x, y);
if (swap_operands)
body.emit(ret(expr(opcode, y, x)));
else
body.emit(ret(expr(opcode, x, y)));
return sig;
}
#define BINOP(NAME, OPCODE, AVAIL) \
ir_function_signature * \
builtin_builder::_##NAME(const glsl_type *return_type, \
const glsl_type *param0_type, \
const glsl_type *param1_type) \
{ \
return binop(&AVAIL, OPCODE, return_type, param0_type, param1_type); \
}
/**
* Angle and Trigonometry Functions @{
*/
ir_function_signature *
builtin_builder::_radians(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *degrees = in_var(type, "degrees");
MAKE_SIG(type, avail, 1, degrees);
body.emit(ret(mul(degrees, IMM_FP(type, 0.0174532925f))));
return sig;
}
ir_function_signature *
builtin_builder::_degrees(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *radians = in_var(type, "radians");
MAKE_SIG(type, avail, 1, radians);
body.emit(ret(mul(radians, IMM_FP(type, 57.29578f))));
return sig;
}
UNOPA(sin, ir_unop_sin)
UNOPA(cos, ir_unop_cos)
ir_function_signature *
builtin_builder::_tan(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *theta = in_var(type, "theta");
MAKE_SIG(type, avail, 1, theta);
body.emit(ret(div(sin(theta), cos(theta))));
return sig;
}
ir_expression *
builtin_builder::asin_expr(ir_variable *x, float p0, float p1)
{
return mul(sign(x),
sub(IMM_FP(x->type, M_PI_2f),
mul(sqrt(sub(IMM_FP(x->type, 1.0f), abs(x))),
add(IMM_FP(x->type, M_PI_2f),
mul(abs(x),
add(IMM_FP(x->type, (M_PI_4f - 1.0f)),
mul(abs(x),
add(IMM_FP(x->type, p0),
mul(abs(x), IMM_FP(x->type, p1))))))))));
}
/**
* Generate a ir_call to a function with a set of parameters
*
* The input \c params can either be a list of \c ir_variable or a list of
* \c ir_dereference_variable. In the latter case, all nodes will be removed
* from \c params and used directly as the parameters to the generated
* \c ir_call.
*/
ir_call *
builtin_builder::call(ir_function *f, ir_variable *ret, exec_list params)
{
exec_list actual_params;
foreach_in_list_safe(ir_instruction, ir, &params) {
ir_dereference_variable *d = ir->as_dereference_variable();
if (d != NULL) {
d->remove();
actual_params.push_tail(d);
} else {
ir_variable *var = ir->as_variable();
assert(var != NULL);
actual_params.push_tail(var_ref(var));
}
}
ir_function_signature *sig =
f->exact_matching_signature(NULL, &actual_params);
if (!sig)
return NULL;
ir_dereference_variable *deref =
(glsl_type_is_void(sig->return_type) ? NULL : var_ref(ret));
return new(mem_ctx) ir_call(sig, deref, &actual_params);
}
ir_function_signature *
builtin_builder::_asin(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, avail, 1, x);
body.emit(ret(asin_expr(x, 0.086566724f, -0.03102955f)));
return sig;
}
ir_function_signature *
builtin_builder::_acos(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, avail, 1, x);
body.emit(ret(sub(IMM_FP(type, M_PI_2f), asin_expr(x, 0.08132463f, -0.02363318f))));
return sig;
}
ir_function_signature *
builtin_builder::_sinh(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, avail, 1, x);
/* 0.5 * (e^x - e^(-x)) */
body.emit(ret(mul(IMM_FP(type, 0.5f), sub(exp(x), exp(neg(x))))));
return sig;
}
ir_function_signature *
builtin_builder::_cosh(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, avail, 1, x);
/* 0.5 * (e^x + e^(-x)) */
body.emit(ret(mul(IMM_FP(type, 0.5f), add(exp(x), exp(neg(x))))));
return sig;
}
ir_function_signature *
builtin_builder::_tanh(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, avail, 1, x);
/* Clamp x to [-10, +10] to avoid precision problems.
* When x > 10, e^(-x) is so small relative to e^x that it gets flushed to
* zero in the computation e^x + e^(-x). The same happens in the other
* direction when x < -10.
*/
ir_variable *t = body.make_temp(type, "tmp");
body.emit(assign(t, min2(max2(x, IMM_FP(type, -10.0f)), IMM_FP(type, 10.0f))));
/* (e^x - e^(-x)) / (e^x + e^(-x)) */
body.emit(ret(div(sub(exp(t), exp(neg(t))),
add(exp(t), exp(neg(t))))));
return sig;
}
ir_function_signature *
builtin_builder::_asinh(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, avail, 1, x);
body.emit(ret(mul(sign(x), log(add(abs(x), sqrt(add(mul(x, x),
IMM_FP(type, 1.0f))))))));
return sig;
}
ir_function_signature *
builtin_builder::_acosh(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, avail, 1, x);
body.emit(ret(log(add(x, sqrt(sub(mul(x, x), IMM_FP(type, 1.0f)))))));
return sig;
}
ir_function_signature *
builtin_builder::_atanh(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, avail, 1, x);
body.emit(ret(mul(IMM_FP(type, 0.5f), log(div(add(IMM_FP(type, 1.0f), x),
sub(IMM_FP(type, 1.0f), x))))));
return sig;
}
/** @} */
/**
* Exponential Functions @{
*/
ir_function_signature *
builtin_builder::_pow(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_pow, type, type, type);
}
UNOPA(exp, ir_unop_exp)
UNOPA(log, ir_unop_log)
UNOPA(exp2, ir_unop_exp2)
UNOPA(log2, ir_unop_log2)
UNOPA(atan, ir_unop_atan)
UNOPA(sqrt, ir_unop_sqrt)
UNOPA(inversesqrt, ir_unop_rsq)
/** @} */
UNOPA(abs, ir_unop_abs)
UNOPA(sign, ir_unop_sign)
UNOPA(floor, ir_unop_floor)
UNOPA(truncate, ir_unop_trunc)
UNOPA(trunc, ir_unop_trunc)
UNOPA(round, ir_unop_round_even)
UNOPA(roundEven, ir_unop_round_even)
UNOPA(ceil, ir_unop_ceil)
UNOPA(fract, ir_unop_fract)
ir_function_signature *
builtin_builder::_mod(builtin_available_predicate avail,
const glsl_type *x_type, const glsl_type *y_type)
{
return binop(avail, ir_binop_mod, x_type, x_type, y_type);
}
ir_function_signature *
builtin_builder::_modf(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *i = out_var(type, "i");
MAKE_SIG(type, avail, 2, x, i);
ir_variable *t = body.make_temp(type, "t");
body.emit(assign(t, expr(ir_unop_trunc, x)));
body.emit(assign(i, t));
body.emit(ret(sub(x, t)));
return sig;
}
ir_function_signature *
builtin_builder::_min(builtin_available_predicate avail,
const glsl_type *x_type, const glsl_type *y_type)
{
return binop(avail, ir_binop_min, x_type, x_type, y_type);
}
ir_function_signature *
builtin_builder::_max(builtin_available_predicate avail,
const glsl_type *x_type, const glsl_type *y_type)
{
return binop(avail, ir_binop_max, x_type, x_type, y_type);
}
ir_function_signature *
builtin_builder::_clamp(builtin_available_predicate avail,
const glsl_type *val_type, const glsl_type *bound_type)
{
ir_variable *x = in_var(val_type, "x");
ir_variable *minVal = in_var(bound_type, "minVal");
ir_variable *maxVal = in_var(bound_type, "maxVal");
MAKE_SIG(val_type, avail, 3, x, minVal, maxVal);
body.emit(ret(clamp(x, minVal, maxVal)));
return sig;
}
ir_function_signature *
builtin_builder::_mix_lrp(builtin_available_predicate avail, const glsl_type *val_type, const glsl_type *blend_type)
{
ir_variable *x = in_var(val_type, "x");
ir_variable *y = in_var(val_type, "y");
ir_variable *a = in_var(blend_type, "a");
MAKE_SIG(val_type, avail, 3, x, y, a);
body.emit(ret(lrp(x, y, a)));
return sig;
}
ir_function_signature *
builtin_builder::_mix_sel(builtin_available_predicate avail,
const glsl_type *val_type,
const glsl_type *blend_type)
{
ir_variable *x = in_var(val_type, "x");
ir_variable *y = in_var(val_type, "y");
ir_variable *a = in_var(blend_type, "a");
MAKE_SIG(val_type, avail, 3, x, y, a);
/* csel matches the ternary operator in that a selector of true choses the
* first argument. This differs from mix(x, y, false) which choses the
* second argument (to remain consistent with the interpolating version of
* mix() which takes a blend factor from 0.0 to 1.0 where 0.0 is only x.
*
* To handle the behavior mismatch, reverse the x and y arguments.
*/
body.emit(ret(csel(a, y, x)));
return sig;
}
ir_function_signature *
builtin_builder::_step(builtin_available_predicate avail, const glsl_type *edge_type, const glsl_type *x_type)
{
ir_variable *edge = in_var(edge_type, "edge");
ir_variable *x = in_var(x_type, "x");
MAKE_SIG(x_type, avail, 2, edge, x);
ir_variable *t = body.make_temp(x_type, "t");
if (x_type->vector_elements == 1) {
/* Both are floats */
if (glsl_type_is_double(edge_type))
body.emit(assign(t, f2d(b2f(gequal(x, edge)))));
else if (glsl_type_is_float_16(edge_type))
body.emit(assign(t, f2f16(b2f(gequal(x, edge)))));
else
body.emit(assign(t, b2f(gequal(x, edge))));
} else if (edge_type->vector_elements == 1) {
/* x is a vector but edge is a float */
for (int i = 0; i < x_type->vector_elements; i++) {
if (glsl_type_is_double(edge_type))
body.emit(assign(t, f2d(b2f(gequal(swizzle(x, i, 1), edge))), 1 << i));
else if (glsl_type_is_float_16(edge_type))
body.emit(assign(t, f2f16(b2f(gequal(swizzle(x, i, 1), edge))), 1 << i));
else
body.emit(assign(t, b2f(gequal(swizzle(x, i, 1), edge)), 1 << i));
}
} else {
/* Both are vectors */
for (int i = 0; i < x_type->vector_elements; i++) {
if (glsl_type_is_double(edge_type))
body.emit(assign(t, f2d(b2f(gequal(swizzle(x, i, 1), swizzle(edge, i, 1)))),
1 << i));
else if (glsl_type_is_float_16(edge_type))
body.emit(assign(t, f2f16(b2f(gequal(swizzle(x, i, 1), swizzle(edge, i, 1)))),
1 << i));
else
body.emit(assign(t, b2f(gequal(swizzle(x, i, 1), swizzle(edge, i, 1))),
1 << i));
}
}
body.emit(ret(t));
return sig;
}
ir_function_signature *
builtin_builder::_smoothstep(builtin_available_predicate avail, const glsl_type *edge_type, const glsl_type *x_type)
{
ir_variable *edge0 = in_var(edge_type, "edge0");
ir_variable *edge1 = in_var(edge_type, "edge1");
ir_variable *x = in_var(x_type, "x");
MAKE_SIG(x_type, avail, 3, edge0, edge1, x);
/* From the GLSL 1.10 specification:
*
* genType t;
* t = clamp((x - edge0) / (edge1 - edge0), 0, 1);
* return t * t * (3 - 2 * t);
*/
ir_variable *t = body.make_temp(x_type, "t");
body.emit(assign(t, clamp(div(sub(x, edge0), sub(edge1, edge0)),
IMM_FP(x_type, 0.0), IMM_FP(x_type, 1.0))));
body.emit(ret(mul(t, mul(t, sub(IMM_FP(x_type, 3.0), mul(IMM_FP(x_type, 2.0), t))))));
return sig;
}
ir_function_signature *
builtin_builder::_isnan(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_bvec_type(type->vector_elements), avail, 1, x);
body.emit(ret(nequal(x, x)));
return sig;
}
ir_function_signature *
builtin_builder::_isinf(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_bvec_type(type->vector_elements), avail, 1, x);
ir_constant_data infinities;
for (int i = 0; i < type->vector_elements; i++) {
switch (type->base_type) {
case GLSL_TYPE_FLOAT16:
infinities.f16[i] = _mesa_float_to_half(INFINITY);
break;
case GLSL_TYPE_FLOAT:
infinities.f[i] = INFINITY;
break;
case GLSL_TYPE_DOUBLE:
infinities.d[i] = INFINITY;
break;
default:
unreachable("unknown type");
}
}
body.emit(ret(equal(abs(x), imm(type, infinities))));
return sig;
}
ir_function_signature *
builtin_builder::_atan2(builtin_available_predicate avail,
const glsl_type *x_type)
{
return binop(avail, ir_binop_atan2, x_type, x_type, x_type);
}
ir_function_signature *
builtin_builder::_floatBitsToInt(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_ivec_type(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_f2i(as_highp(body, x))));
return sig;
}
ir_function_signature *
builtin_builder::_floatBitsToUint(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_uvec_type(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_f2u(as_highp(body, x))));
return sig;
}
ir_function_signature *
builtin_builder::_intBitsToFloat(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_vec_type(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_i2f(as_highp(body, x))));
return sig;
}
ir_function_signature *
builtin_builder::_uintBitsToFloat(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_vec_type(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_u2f(as_highp(body, x))));
return sig;
}
ir_function_signature *
builtin_builder::_doubleBitsToInt64(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_i64vec_type(type->vector_elements), avail, 1, x);
body.emit(ret(bitcast_d2i64(x)));
return sig;
}
ir_function_signature *
builtin_builder::_doubleBitsToUint64(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_u64vec_type(type->vector_elements), avail, 1, x);
body.emit(ret(bitcast_d2u64(x)));
return sig;
}
ir_function_signature *
builtin_builder::_int64BitsToDouble(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_dvec_type(type->vector_elements), avail, 1, x);
body.emit(ret(bitcast_i642d(x)));
return sig;
}
ir_function_signature *
builtin_builder::_uint64BitsToDouble(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_dvec_type(type->vector_elements), avail, 1, x);
body.emit(ret(bitcast_u642d(x)));
return sig;
}
ir_function_signature *
builtin_builder::_packUnorm2x16(builtin_available_predicate avail)
{
ir_variable *v = in_highp_var(&glsl_type_builtin_vec2, "v");
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(ret(expr(ir_unop_pack_unorm_2x16, v)));
return sig;
}
ir_function_signature *
builtin_builder::_packSnorm2x16(builtin_available_predicate avail)
{
ir_variable *v = in_var(&glsl_type_builtin_vec2, "v");
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(ret(expr(ir_unop_pack_snorm_2x16, v)));
return sig;
}
ir_function_signature *
builtin_builder::_packUnorm4x8(builtin_available_predicate avail)
{
ir_variable *v = in_mediump_var(&glsl_type_builtin_vec4, "v");
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(ret(expr(ir_unop_pack_unorm_4x8, v)));
return sig;
}
ir_function_signature *
builtin_builder::_packSnorm4x8(builtin_available_predicate avail)
{
ir_variable *v = in_mediump_var(&glsl_type_builtin_vec4, "v");
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(ret(expr(ir_unop_pack_snorm_4x8, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackUnorm2x16(builtin_available_predicate avail)
{
ir_variable *p = in_highp_var(&glsl_type_builtin_uint, "p");
MAKE_SIG(&glsl_type_builtin_vec2, avail, 1, p);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(ret(expr(ir_unop_unpack_unorm_2x16, p)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackSnorm2x16(builtin_available_predicate avail)
{
ir_variable *p = in_highp_var(&glsl_type_builtin_uint, "p");
MAKE_SIG(&glsl_type_builtin_vec2, avail, 1, p);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(ret(expr(ir_unop_unpack_snorm_2x16, p)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackUnorm4x8(builtin_available_predicate avail)
{
ir_variable *p = in_highp_var(&glsl_type_builtin_uint, "p");
MAKE_SIG(&glsl_type_builtin_vec4, avail, 1, p);
sig->return_precision = GLSL_PRECISION_MEDIUM;
body.emit(ret(expr(ir_unop_unpack_unorm_4x8, p)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackSnorm4x8(builtin_available_predicate avail)
{
ir_variable *p = in_highp_var(&glsl_type_builtin_uint, "p");
MAKE_SIG(&glsl_type_builtin_vec4, avail, 1, p);
sig->return_precision = GLSL_PRECISION_MEDIUM;
body.emit(ret(expr(ir_unop_unpack_snorm_4x8, p)));
return sig;
}
ir_function_signature *
builtin_builder::_packHalf2x16(builtin_available_predicate avail)
{
ir_variable *v = in_mediump_var(&glsl_type_builtin_vec2, "v");
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(ret(expr(ir_unop_pack_half_2x16, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackHalf2x16(builtin_available_predicate avail)
{
ir_variable *p = in_highp_var(&glsl_type_builtin_uint, "p");
MAKE_SIG(&glsl_type_builtin_vec2, avail, 1, p);
sig->return_precision = GLSL_PRECISION_MEDIUM;
body.emit(ret(expr(ir_unop_unpack_half_2x16, p)));
return sig;
}
ir_function_signature *
builtin_builder::_packFloat2x16(builtin_available_predicate avail)
{
ir_variable *v = in_var(&glsl_type_builtin_f16vec2, "v");
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v);
ir_rvalue *value = new(mem_ctx)ir_dereference_variable(v);
body.emit(ret(expr(ir_unop_pack_half_2x16, new(mem_ctx) ir_expression(ir_unop_f162f, &glsl_type_builtin_vec2, value, NULL))));
return sig;
}
ir_function_signature *
builtin_builder::_unpackFloat2x16(builtin_available_predicate avail)
{
ir_variable *p = in_var(&glsl_type_builtin_uint, "p");
MAKE_SIG(&glsl_type_builtin_f16vec2, avail, 1, p);
body.emit(ret(f2f16(expr(ir_unop_unpack_half_2x16, p))));
return sig;
}
ir_function_signature *
builtin_builder::_packDouble2x32(builtin_available_predicate avail)
{
ir_variable *v = in_var(&glsl_type_builtin_uvec2, "v");
MAKE_SIG(&glsl_type_builtin_double, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_double_2x32, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackDouble2x32(builtin_available_predicate avail)
{
ir_variable *p = in_var(&glsl_type_builtin_double, "p");
MAKE_SIG(&glsl_type_builtin_uvec2, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_double_2x32, p)));
return sig;
}
ir_function_signature *
builtin_builder::_packInt2x32(builtin_available_predicate avail)
{
ir_variable *v = in_var(&glsl_type_builtin_ivec2, "v");
MAKE_SIG(&glsl_type_builtin_int64_t, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_int_2x32, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackInt2x32(builtin_available_predicate avail)
{
ir_variable *p = in_var(&glsl_type_builtin_int64_t, "p");
MAKE_SIG(&glsl_type_builtin_ivec2, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_int_2x32, p)));
return sig;
}
ir_function_signature *
builtin_builder::_packUint2x32(builtin_available_predicate avail)
{
ir_variable *v = in_var(&glsl_type_builtin_uvec2, "v");
MAKE_SIG(&glsl_type_builtin_uint64_t, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_uint_2x32, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackUint2x32(builtin_available_predicate avail)
{
ir_variable *p = in_var(&glsl_type_builtin_uint64_t, "p");
MAKE_SIG(&glsl_type_builtin_uvec2, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_uint_2x32, p)));
return sig;
}
ir_function_signature *
builtin_builder::_length(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_get_base_glsl_type(type), avail, 1, x);
body.emit(ret(sqrt(dot(x, x))));
return sig;
}
ir_function_signature *
builtin_builder::_distance(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *p0 = in_var(type, "p0");
ir_variable *p1 = in_var(type, "p1");
MAKE_SIG(glsl_get_base_glsl_type(type), avail, 2, p0, p1);
if (type->vector_elements == 1) {
body.emit(ret(abs(sub(p0, p1))));
} else {
ir_variable *p = body.make_temp(type, "p");
body.emit(assign(p, sub(p0, p1)));
body.emit(ret(sqrt(dot(p, p))));
}
return sig;
}
ir_function_signature *
builtin_builder::_dot(builtin_available_predicate avail, const glsl_type *type)
{
if (type->vector_elements == 1)
return binop(avail, ir_binop_mul, type, type, type);
return binop(avail, ir_binop_dot,
glsl_get_base_glsl_type(type), type, type);
}
ir_function_signature *
builtin_builder::_cross(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *a = in_var(type, "a");
ir_variable *b = in_var(type, "b");
MAKE_SIG(type, avail, 2, a, b);
int yzx = MAKE_SWIZZLE4(SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X, 0);
int zxy = MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_X, SWIZZLE_Y, 0);
body.emit(ret(sub(mul(swizzle(a, yzx, 3), swizzle(b, zxy, 3)),
mul(swizzle(a, zxy, 3), swizzle(b, yzx, 3)))));
return sig;
}
ir_function_signature *
builtin_builder::_normalize(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, avail, 1, x);
if (type->vector_elements == 1) {
body.emit(ret(sign(x)));
} else {
body.emit(ret(mul(x, rsq(dot(x, x)))));
}
return sig;
}
ir_function_signature *
builtin_builder::_ftransform()
{
MAKE_SIG(&glsl_type_builtin_vec4, compatibility_vs_only, 0);
/* ftransform() refers to global variables, and is always emitted
* directly by ast_function.cpp. Just emit a prototype here so we
* can recognize calls to it.
*/
return sig;
}
ir_function_signature *
builtin_builder::_faceforward(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *N = in_var(type, "N");
ir_variable *I = in_var(type, "I");
ir_variable *Nref = in_var(type, "Nref");
MAKE_SIG(type, avail, 3, N, I, Nref);
body.emit(if_tree(less(dot(Nref, I), IMM_FP(type, 0.0)),
ret(N), ret(neg(N))));
return sig;
}
ir_function_signature *
builtin_builder::_reflect(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *I = in_var(type, "I");
ir_variable *N = in_var(type, "N");
MAKE_SIG(type, avail, 2, I, N);
/* I - 2 * dot(N, I) * N */
body.emit(ret(sub(I, mul(IMM_FP(type, 2.0), mul(dot(N, I), N)))));
return sig;
}
ir_function_signature *
builtin_builder::_refract(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *I = in_var(type, "I");
ir_variable *N = in_var(type, "N");
ir_variable *eta = in_var(glsl_get_base_glsl_type(type), "eta");
MAKE_SIG(type, avail, 3, I, N, eta);
ir_variable *n_dot_i = body.make_temp(glsl_get_base_glsl_type(type), "n_dot_i");
body.emit(assign(n_dot_i, dot(N, I)));
/* From the GLSL 1.10 specification:
* k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I))
* if (k < 0.0)
* return genType(0.0)
* else
* return eta * I - (eta * dot(N, I) + sqrt(k)) * N
*/
ir_variable *k = body.make_temp(glsl_get_base_glsl_type(type), "k");
body.emit(assign(k, sub(IMM_FP(type, 1.0),
mul(eta, mul(eta, sub(IMM_FP(type, 1.0),
mul(n_dot_i, n_dot_i)))))));
body.emit(if_tree(less(k, IMM_FP(type, 0.0)),
ret(ir_constant::zero(mem_ctx, type)),
ret(sub(mul(eta, I),
mul(add(mul(eta, n_dot_i), sqrt(k)), N)))));
return sig;
}
ir_function_signature *
builtin_builder::_matrixCompMult(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
MAKE_SIG(type, avail, 2, x, y);
ir_variable *z = body.make_temp(type, "z");
for (int i = 0; i < type->matrix_columns; i++) {
body.emit(assign(array_ref(z, i), mul(array_ref(x, i), array_ref(y, i))));
}
body.emit(ret(z));
return sig;
}
ir_function_signature *
builtin_builder::_outerProduct(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *c;
ir_variable *r;
if (glsl_type_is_double(type)) {
r = in_var(glsl_dvec_type(type->matrix_columns), "r");
c = in_var(glsl_dvec_type(type->vector_elements), "c");
} else if (glsl_type_is_float_16(type)) {
r = in_var(glsl_f16vec_type(type->matrix_columns), "r");
c = in_var(glsl_f16vec_type(type->vector_elements), "c");
} else {
r = in_var(glsl_vec_type(type->matrix_columns), "r");
c = in_var(glsl_vec_type(type->vector_elements), "c");
}
MAKE_SIG(type, avail, 2, c, r);
ir_variable *m = body.make_temp(type, "m");
for (int i = 0; i < type->matrix_columns; i++) {
body.emit(assign(array_ref(m, i), mul(c, swizzle(r, i, 1))));
}
body.emit(ret(m));
return sig;
}
ir_function_signature *
builtin_builder::_transpose(builtin_available_predicate avail, const glsl_type *orig_type)
{
const glsl_type *transpose_type =
glsl_simple_type(orig_type->base_type,
orig_type->matrix_columns,
orig_type->vector_elements);
ir_variable *m = in_var(orig_type, "m");
MAKE_SIG(transpose_type, avail, 1, m);
ir_variable *t = body.make_temp(transpose_type, "t");
for (int i = 0; i < orig_type->matrix_columns; i++) {
for (int j = 0; j < orig_type->vector_elements; j++) {
body.emit(assign(array_ref(t, j),
matrix_elt(m, i, j),
1 << i));
}
}
body.emit(ret(t));
return sig;
}
ir_function_signature *
builtin_builder::_determinant_mat2(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
MAKE_SIG(glsl_get_base_glsl_type(type), avail, 1, m);
body.emit(ret(sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1)))));
return sig;
}
ir_function_signature *
builtin_builder::_determinant_mat3(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
MAKE_SIG(glsl_get_base_glsl_type(type), avail, 1, m);
ir_expression *f1 =
sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 1)));
ir_expression *f2 =
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 0)));
ir_expression *f3 =
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)),
mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 0)));
body.emit(ret(add(sub(mul(matrix_elt(m, 0, 0), f1),
mul(matrix_elt(m, 0, 1), f2)),
mul(matrix_elt(m, 0, 2), f3))));
return sig;
}
ir_function_signature *
builtin_builder::_determinant_mat4(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
const glsl_type *btype = glsl_get_base_glsl_type(type);
MAKE_SIG(btype, avail, 1, m);
ir_variable *SubFactor00 = body.make_temp(btype, "SubFactor00");
ir_variable *SubFactor01 = body.make_temp(btype, "SubFactor01");
ir_variable *SubFactor02 = body.make_temp(btype, "SubFactor02");
ir_variable *SubFactor03 = body.make_temp(btype, "SubFactor03");
ir_variable *SubFactor04 = body.make_temp(btype, "SubFactor04");
ir_variable *SubFactor05 = body.make_temp(btype, "SubFactor05");
ir_variable *SubFactor06 = body.make_temp(btype, "SubFactor06");
ir_variable *SubFactor07 = body.make_temp(btype, "SubFactor07");
ir_variable *SubFactor08 = body.make_temp(btype, "SubFactor08");
ir_variable *SubFactor09 = body.make_temp(btype, "SubFactor09");
ir_variable *SubFactor10 = body.make_temp(btype, "SubFactor10");
ir_variable *SubFactor11 = body.make_temp(btype, "SubFactor11");
ir_variable *SubFactor12 = body.make_temp(btype, "SubFactor12");
ir_variable *SubFactor13 = body.make_temp(btype, "SubFactor13");
ir_variable *SubFactor14 = body.make_temp(btype, "SubFactor14");
ir_variable *SubFactor15 = body.make_temp(btype, "SubFactor15");
ir_variable *SubFactor16 = body.make_temp(btype, "SubFactor16");
ir_variable *SubFactor17 = body.make_temp(btype, "SubFactor17");
ir_variable *SubFactor18 = body.make_temp(btype, "SubFactor18");
body.emit(assign(SubFactor00, sub(mul(matrix_elt(m, 2, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor01, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor02, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor03, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor04, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor05, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 1)))));
body.emit(assign(SubFactor06, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor07, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor08, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor09, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor10, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor11, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor12, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 1)))));
body.emit(assign(SubFactor13, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor14, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor15, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor16, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor17, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor18, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
ir_variable *adj_0 = body.make_temp(btype == &glsl_type_builtin_float ? &glsl_type_builtin_vec4 : btype == &glsl_type_builtin_float16_t ? &glsl_type_builtin_f16vec4 : &glsl_type_builtin_dvec4, "adj_0");
body.emit(assign(adj_0,
add(sub(mul(matrix_elt(m, 1, 1), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor01)),
mul(matrix_elt(m, 1, 3), SubFactor02)),
WRITEMASK_X));
body.emit(assign(adj_0, neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor04))),
WRITEMASK_Y));
body.emit(assign(adj_0,
add(sub(mul(matrix_elt(m, 1, 0), SubFactor01),
mul(matrix_elt(m, 1, 1), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor05)),
WRITEMASK_Z));
body.emit(assign(adj_0, neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor02),
mul(matrix_elt(m, 1, 1), SubFactor04)),
mul(matrix_elt(m, 1, 2), SubFactor05))),
WRITEMASK_W));
body.emit(ret(dot(array_ref(m, 0), adj_0)));
return sig;
}
ir_function_signature *
builtin_builder::_inverse_mat2(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
MAKE_SIG(type, avail, 1, m);
ir_variable *adj = body.make_temp(type, "adj");
body.emit(assign(array_ref(adj, 0), matrix_elt(m, 1, 1), 1 << 0));
body.emit(assign(array_ref(adj, 0), neg(matrix_elt(m, 0, 1)), 1 << 1));
body.emit(assign(array_ref(adj, 1), neg(matrix_elt(m, 1, 0)), 1 << 0));
body.emit(assign(array_ref(adj, 1), matrix_elt(m, 0, 0), 1 << 1));
ir_expression *det =
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1)));
body.emit(ret(div(adj, det)));
return sig;
}
ir_function_signature *
builtin_builder::_inverse_mat3(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
const glsl_type *btype = glsl_get_base_glsl_type(type);
MAKE_SIG(type, avail, 1, m);
ir_variable *f11_22_21_12 = body.make_temp(btype, "f11_22_21_12");
ir_variable *f10_22_20_12 = body.make_temp(btype, "f10_22_20_12");
ir_variable *f10_21_20_11 = body.make_temp(btype, "f10_21_20_11");
body.emit(assign(f11_22_21_12,
sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(f10_22_20_12,
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(f10_21_20_11,
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
ir_variable *adj = body.make_temp(type, "adj");
body.emit(assign(array_ref(adj, 0), f11_22_21_12, WRITEMASK_X));
body.emit(assign(array_ref(adj, 1), neg(f10_22_20_12), WRITEMASK_X));
body.emit(assign(array_ref(adj, 2), f10_21_20_11, WRITEMASK_X));
body.emit(assign(array_ref(adj, 0), neg(
sub(mul(matrix_elt(m, 0, 1), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 1), matrix_elt(m, 0, 2)))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 1),
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 0, 2))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 2), neg(
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 2, 1)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 0, 1)))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 0),
sub(mul(matrix_elt(m, 0, 1), matrix_elt(m, 1, 2)),
mul(matrix_elt(m, 1, 1), matrix_elt(m, 0, 2))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 1), neg(
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 2)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 2)))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 2),
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1))),
WRITEMASK_Z));
ir_expression *det =
add(sub(mul(matrix_elt(m, 0, 0), f11_22_21_12),
mul(matrix_elt(m, 0, 1), f10_22_20_12)),
mul(matrix_elt(m, 0, 2), f10_21_20_11));
body.emit(ret(div(adj, det)));
return sig;
}
ir_function_signature *
builtin_builder::_inverse_mat4(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
const glsl_type *btype = glsl_get_base_glsl_type(type);
MAKE_SIG(type, avail, 1, m);
ir_variable *SubFactor00 = body.make_temp(btype, "SubFactor00");
ir_variable *SubFactor01 = body.make_temp(btype, "SubFactor01");
ir_variable *SubFactor02 = body.make_temp(btype, "SubFactor02");
ir_variable *SubFactor03 = body.make_temp(btype, "SubFactor03");
ir_variable *SubFactor04 = body.make_temp(btype, "SubFactor04");
ir_variable *SubFactor05 = body.make_temp(btype, "SubFactor05");
ir_variable *SubFactor06 = body.make_temp(btype, "SubFactor06");
ir_variable *SubFactor07 = body.make_temp(btype, "SubFactor07");
ir_variable *SubFactor08 = body.make_temp(btype, "SubFactor08");
ir_variable *SubFactor09 = body.make_temp(btype, "SubFactor09");
ir_variable *SubFactor10 = body.make_temp(btype, "SubFactor10");
ir_variable *SubFactor11 = body.make_temp(btype, "SubFactor11");
ir_variable *SubFactor12 = body.make_temp(btype, "SubFactor12");
ir_variable *SubFactor13 = body.make_temp(btype, "SubFactor13");
ir_variable *SubFactor14 = body.make_temp(btype, "SubFactor14");
ir_variable *SubFactor15 = body.make_temp(btype, "SubFactor15");
ir_variable *SubFactor16 = body.make_temp(btype, "SubFactor16");
ir_variable *SubFactor17 = body.make_temp(btype, "SubFactor17");
ir_variable *SubFactor18 = body.make_temp(btype, "SubFactor18");
body.emit(assign(SubFactor00, sub(mul(matrix_elt(m, 2, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor01, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor02, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor03, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor04, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor05, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 1)))));
body.emit(assign(SubFactor06, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor07, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor08, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor09, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor10, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor11, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor12, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 1)))));
body.emit(assign(SubFactor13, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor14, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor15, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor16, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor17, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor18, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
ir_variable *adj = body.make_temp(btype == &glsl_type_builtin_float ? &glsl_type_builtin_mat4 : (btype == &glsl_type_builtin_double ? &glsl_type_builtin_dmat4 : &glsl_type_builtin_f16mat4), "adj");
body.emit(assign(array_ref(adj, 0),
add(sub(mul(matrix_elt(m, 1, 1), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor01)),
mul(matrix_elt(m, 1, 3), SubFactor02)),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 1), neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor04))),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 2),
add(sub(mul(matrix_elt(m, 1, 0), SubFactor01),
mul(matrix_elt(m, 1, 1), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor05)),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 3), neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor02),
mul(matrix_elt(m, 1, 1), SubFactor04)),
mul(matrix_elt(m, 1, 2), SubFactor05))),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 0), neg(
add(sub(mul(matrix_elt(m, 0, 1), SubFactor00),
mul(matrix_elt(m, 0, 2), SubFactor01)),
mul(matrix_elt(m, 0, 3), SubFactor02))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 1),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor00),
mul(matrix_elt(m, 0, 2), SubFactor03)),
mul(matrix_elt(m, 0, 3), SubFactor04)),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 2), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor01),
mul(matrix_elt(m, 0, 1), SubFactor03)),
mul(matrix_elt(m, 0, 3), SubFactor05))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 3),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor02),
mul(matrix_elt(m, 0, 1), SubFactor04)),
mul(matrix_elt(m, 0, 2), SubFactor05)),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 0),
add(sub(mul(matrix_elt(m, 0, 1), SubFactor06),
mul(matrix_elt(m, 0, 2), SubFactor07)),
mul(matrix_elt(m, 0, 3), SubFactor08)),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 1), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor06),
mul(matrix_elt(m, 0, 2), SubFactor09)),
mul(matrix_elt(m, 0, 3), SubFactor10))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 2),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor11),
mul(matrix_elt(m, 0, 1), SubFactor09)),
mul(matrix_elt(m, 0, 3), SubFactor12)),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 3), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor08),
mul(matrix_elt(m, 0, 1), SubFactor10)),
mul(matrix_elt(m, 0, 2), SubFactor12))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 0), neg(
add(sub(mul(matrix_elt(m, 0, 1), SubFactor13),
mul(matrix_elt(m, 0, 2), SubFactor14)),
mul(matrix_elt(m, 0, 3), SubFactor15))),
WRITEMASK_W));
body.emit(assign(array_ref(adj, 1),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor13),
mul(matrix_elt(m, 0, 2), SubFactor16)),
mul(matrix_elt(m, 0, 3), SubFactor17)),
WRITEMASK_W));
body.emit(assign(array_ref(adj, 2), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor14),
mul(matrix_elt(m, 0, 1), SubFactor16)),
mul(matrix_elt(m, 0, 3), SubFactor18))),
WRITEMASK_W));
body.emit(assign(array_ref(adj, 3),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor15),
mul(matrix_elt(m, 0, 1), SubFactor17)),
mul(matrix_elt(m, 0, 2), SubFactor18)),
WRITEMASK_W));
ir_expression *det =
add(mul(matrix_elt(m, 0, 0), matrix_elt(adj, 0, 0)),
add(mul(matrix_elt(m, 0, 1), matrix_elt(adj, 1, 0)),
add(mul(matrix_elt(m, 0, 2), matrix_elt(adj, 2, 0)),
mul(matrix_elt(m, 0, 3), matrix_elt(adj, 3, 0)))));
body.emit(ret(div(adj, det)));
return sig;
}
ir_function_signature *
builtin_builder::_lessThan(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_less,
glsl_bvec_type(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_lessThanEqual(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_gequal,
glsl_bvec_type(type->vector_elements), type, type,
true);
}
ir_function_signature *
builtin_builder::_greaterThan(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_less,
glsl_bvec_type(type->vector_elements), type, type,
true);
}
ir_function_signature *
builtin_builder::_greaterThanEqual(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_gequal,
glsl_bvec_type(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_equal(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_equal,
glsl_bvec_type(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_notEqual(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_nequal,
glsl_bvec_type(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_any(const glsl_type *type)
{
ir_variable *v = in_var(type, "v");
MAKE_SIG(&glsl_type_builtin_bool, always_available, 1, v);
const unsigned vec_elem = v->type->vector_elements;
body.emit(ret(expr(ir_binop_any_nequal, v, imm(false, vec_elem))));
return sig;
}
ir_function_signature *
builtin_builder::_all(const glsl_type *type)
{
ir_variable *v = in_var(type, "v");
MAKE_SIG(&glsl_type_builtin_bool, always_available, 1, v);
const unsigned vec_elem = v->type->vector_elements;
body.emit(ret(expr(ir_binop_all_equal, v, imm(true, vec_elem))));
return sig;
}
UNOP(not, ir_unop_logic_not, always_available)
static bool
has_lod(const glsl_type *sampler_type)
{
assert(glsl_type_is_sampler(sampler_type));
switch (sampler_type->sampler_dimensionality) {
case GLSL_SAMPLER_DIM_RECT:
case GLSL_SAMPLER_DIM_BUF:
case GLSL_SAMPLER_DIM_MS:
return false;
default:
return true;
}
}
ir_function_signature *
builtin_builder::_textureSize(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
/* The sampler always exists; add optional lod later. */
MAKE_SIG(return_type, avail, 1, s);
sig->return_precision = GLSL_PRECISION_HIGH;
ir_texture *tex = new(mem_ctx) ir_texture(ir_txs);
tex->set_sampler(new(mem_ctx) ir_dereference_variable(s), return_type);
if (has_lod(sampler_type)) {
ir_variable *lod = in_var(&glsl_type_builtin_int, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
} else {
tex->lod_info.lod = imm(0u);
}
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_textureSamples(builtin_available_predicate avail,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
MAKE_SIG(&glsl_type_builtin_int, avail, 1, s);
ir_texture *tex = new(mem_ctx) ir_texture(ir_texture_samples);
tex->set_sampler(new(mem_ctx) ir_dereference_variable(s), &glsl_type_builtin_int);
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_is_sparse_texels_resident(void)
{
ir_variable *code = in_var(&glsl_type_builtin_int, "code");
MAKE_SIG(&glsl_type_builtin_bool, sparse_enabled, 1, code);
ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval");
ir_function *f =
symbols->get_function("__intrinsic_is_sparse_texels_resident");
body.emit(call(f, retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_is_sparse_texels_resident_intrinsic(void)
{
ir_variable *code = in_var(&glsl_type_builtin_int, "code");
MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_is_sparse_texels_resident,
sparse_enabled, 1, code);
return sig;
}
ir_function_signature *
builtin_builder::_texture(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
int flags)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(coord_type, "P");
/* Sparse texture return residency info. */
const glsl_type *type = flags & TEX_SPARSE ? &glsl_type_builtin_int : return_type;
/* The sampler and coordinate always exist; add optional parameters later. */
MAKE_SIG(type, avail, 2, s, P);
ir_texture *tex = new(mem_ctx) ir_texture(opcode, flags & TEX_SPARSE);
tex->set_sampler(var_ref(s), return_type);
const int coord_size = glsl_get_sampler_coordinate_components(sampler_type);
if (coord_size == coord_type->vector_elements) {
tex->coordinate = var_ref(P);
} else {
/* The incoming coordinate also has the projector or shadow comparator,
* so we need to swizzle those away.
*/
tex->coordinate = swizzle_for_size(P, coord_size);
}
/* The projector is always in the last component. */
if (flags & TEX_PROJECT)
tex->projector = swizzle(P, coord_type->vector_elements - 1, 1);
if (sampler_type->sampler_shadow) {
if (opcode == ir_tg4) {
/* gather has refz as a separate parameter, immediately after the
* coordinate
*/
ir_variable *refz = in_var(&glsl_type_builtin_float, "refz");
sig->parameters.push_tail(refz);
tex->shadow_comparator = var_ref(refz);
} else {
/* The shadow comparator is normally in the Z component, but a few types
* have sufficiently large coordinates that it's in W.
*/
tex->shadow_comparator = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1);
}
}
if (opcode == ir_txl) {
ir_variable *lod = in_var(&glsl_type_builtin_float, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
} else if (opcode == ir_txd) {
int grad_size = coord_size - (sampler_type->sampler_array ? 1 : 0);
ir_variable *dPdx = in_var(glsl_vec_type(grad_size), "dPdx");
ir_variable *dPdy = in_var(glsl_vec_type(grad_size), "dPdy");
sig->parameters.push_tail(dPdx);
sig->parameters.push_tail(dPdy);
tex->lod_info.grad.dPdx = var_ref(dPdx);
tex->lod_info.grad.dPdy = var_ref(dPdy);
}
if (flags & (TEX_OFFSET | TEX_OFFSET_NONCONST)) {
int offset_size = coord_size - (sampler_type->sampler_array ? 1 : 0);
ir_variable *offset =
new(mem_ctx) ir_variable(glsl_ivec_type(offset_size), "offset",
(flags & TEX_OFFSET) ? ir_var_const_in : ir_var_function_in);
sig->parameters.push_tail(offset);
tex->offset = var_ref(offset);
}
if (flags & TEX_OFFSET_ARRAY) {
ir_variable *offsets =
new(mem_ctx) ir_variable(glsl_array_type(&glsl_type_builtin_ivec2, 4, 0),
"offsets", ir_var_const_in);
sig->parameters.push_tail(offsets);
tex->offset = var_ref(offsets);
}
if (flags & TEX_CLAMP) {
ir_variable *clamp = in_var(&glsl_type_builtin_float, "lodClamp");
sig->parameters.push_tail(clamp);
tex->clamp = var_ref(clamp);
}
ir_variable *texel = NULL;
if (flags & TEX_SPARSE) {
texel = out_var(return_type, "texel");
sig->parameters.push_tail(texel);
}
if (opcode == ir_tg4) {
if (flags & TEX_COMPONENT) {
ir_variable *component =
new(mem_ctx) ir_variable(&glsl_type_builtin_int, "comp", ir_var_const_in);
sig->parameters.push_tail(component);
tex->lod_info.component = var_ref(component);
}
else {
tex->lod_info.component = imm(0);
}
}
/* The "bias" parameter comes /after/ the "offset" parameter, which is
* inconsistent with both textureLodOffset and textureGradOffset.
*/
if (opcode == ir_txb) {
ir_variable *bias = in_var(&glsl_type_builtin_float, "bias");
sig->parameters.push_tail(bias);
tex->lod_info.bias = var_ref(bias);
}
if (flags & TEX_SPARSE) {
ir_variable *r = body.make_temp(tex->type, "result");
body.emit(assign(r, tex));
body.emit(assign(texel, record_ref(r, "texel")));
body.emit(ret(record_ref(r, "code")));
} else
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_textureCubeArrayShadow(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *sampler_type,
int flags)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(&glsl_type_builtin_vec4, "P");
ir_variable *compare = in_var(&glsl_type_builtin_float, "compare");
const glsl_type *return_type = &glsl_type_builtin_float;
bool sparse = flags & TEX_SPARSE;
bool clamp = flags & TEX_CLAMP;
/* Sparse texture return residency info. */
const glsl_type *type = sparse ? &glsl_type_builtin_int : return_type;
MAKE_SIG(type, avail, 3, s, P, compare);
ir_texture *tex = new(mem_ctx) ir_texture(opcode, sparse);
tex->set_sampler(var_ref(s), return_type);
tex->coordinate = var_ref(P);
tex->shadow_comparator = var_ref(compare);
if (opcode == ir_txl) {
ir_variable *lod = in_var(&glsl_type_builtin_float, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
}
if (clamp) {
ir_variable *lod_clamp = in_var(&glsl_type_builtin_float, "lodClamp");
sig->parameters.push_tail(lod_clamp);
tex->clamp = var_ref(lod_clamp);
}
ir_variable *texel = NULL;
if (sparse) {
texel = out_var(return_type, "texel");
sig->parameters.push_tail(texel);
}
if (opcode == ir_txb) {
ir_variable *bias = in_var(&glsl_type_builtin_float, "bias");
sig->parameters.push_tail(bias);
tex->lod_info.bias = var_ref(bias);
}
if (sparse) {
ir_variable *r = body.make_temp(tex->type, "result");
body.emit(assign(r, tex));
body.emit(assign(texel, record_ref(r, "texel")));
body.emit(ret(record_ref(r, "code")));
} else
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_texelFetch(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
const glsl_type *offset_type,
bool sparse)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(coord_type, "P");
/* Sparse texture return residency info. */
const glsl_type *type = sparse ? &glsl_type_builtin_int : return_type;
/* The sampler and coordinate always exist; add optional parameters later. */
MAKE_SIG(type, avail, 2, s, P);
ir_texture *tex = new(mem_ctx) ir_texture(ir_txf, sparse);
tex->coordinate = var_ref(P);
tex->set_sampler(var_ref(s), return_type);
if (sampler_type->sampler_dimensionality == GLSL_SAMPLER_DIM_MS) {
ir_variable *sample = in_var(&glsl_type_builtin_int, "sample");
sig->parameters.push_tail(sample);
tex->lod_info.sample_index = var_ref(sample);
tex->op = ir_txf_ms;
} else if (has_lod(sampler_type)) {
ir_variable *lod = in_var(&glsl_type_builtin_int, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
} else {
tex->lod_info.lod = imm(0u);
}
if (offset_type != NULL) {
ir_variable *offset =
new(mem_ctx) ir_variable(offset_type, "offset", ir_var_const_in);
sig->parameters.push_tail(offset);
tex->offset = var_ref(offset);
}
if (sparse) {
ir_variable *texel = out_var(return_type, "texel");
sig->parameters.push_tail(texel);
ir_variable *r = body.make_temp(tex->type, "result");
body.emit(assign(r, tex));
body.emit(assign(texel, record_ref(r, "texel")));
body.emit(ret(record_ref(r, "code")));
} else
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_EmitVertex()
{
MAKE_SIG(&glsl_type_builtin_void, gs_only, 0);
ir_rvalue *stream = new(mem_ctx) ir_constant(0, 1);
body.emit(new(mem_ctx) ir_emit_vertex(stream));
return sig;
}
ir_function_signature *
builtin_builder::_EmitStreamVertex(builtin_available_predicate avail,
const glsl_type *stream_type)
{
/* Section 8.12 (Geometry Shader Functions) of the GLSL 4.0 spec says:
*
* "Emit the current values of output variables to the current output
* primitive on stream stream. The argument to stream must be a constant
* integral expression."
*/
ir_variable *stream =
new(mem_ctx) ir_variable(stream_type, "stream", ir_var_const_in);
MAKE_SIG(&glsl_type_builtin_void, avail, 1, stream);
body.emit(new(mem_ctx) ir_emit_vertex(var_ref(stream)));
return sig;
}
ir_function_signature *
builtin_builder::_EndPrimitive()
{
MAKE_SIG(&glsl_type_builtin_void, gs_only, 0);
ir_rvalue *stream = new(mem_ctx) ir_constant(0, 1);
body.emit(new(mem_ctx) ir_end_primitive(stream));
return sig;
}
ir_function_signature *
builtin_builder::_EndStreamPrimitive(builtin_available_predicate avail,
const glsl_type *stream_type)
{
/* Section 8.12 (Geometry Shader Functions) of the GLSL 4.0 spec says:
*
* "Completes the current output primitive on stream stream and starts
* a new one. The argument to stream must be a constant integral
* expression."
*/
ir_variable *stream =
new(mem_ctx) ir_variable(stream_type, "stream", ir_var_const_in);
MAKE_SIG(&glsl_type_builtin_void, avail, 1, stream);
body.emit(new(mem_ctx) ir_end_primitive(var_ref(stream)));
return sig;
}
ir_function_signature *
builtin_builder::_barrier()
{
MAKE_SIG(&glsl_type_builtin_void, barrier_supported, 0);
body.emit(new(mem_ctx) ir_barrier());
return sig;
}
ir_function_signature *
builtin_builder::_textureQueryLod(builtin_available_predicate avail,
const glsl_type *sampler_type,
const glsl_type *coord_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *coord = in_var(coord_type, "coord");
/* The sampler and coordinate always exist; add optional parameters later. */
MAKE_SIG(&glsl_type_builtin_vec2, avail, 2, s, coord);
ir_texture *tex = new(mem_ctx) ir_texture(ir_lod);
tex->coordinate = var_ref(coord);
tex->set_sampler(var_ref(s), &glsl_type_builtin_vec2);
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_textureQueryLevels(builtin_available_predicate avail,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
const glsl_type *return_type = &glsl_type_builtin_int;
MAKE_SIG(return_type, avail, 1, s);
ir_texture *tex = new(mem_ctx) ir_texture(ir_query_levels);
tex->set_sampler(var_ref(s), return_type);
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_textureSamplesIdentical(builtin_available_predicate avail,
const glsl_type *sampler_type,
const glsl_type *coord_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(coord_type, "P");
const glsl_type *return_type = &glsl_type_builtin_bool;
MAKE_SIG(return_type, avail, 2, s, P);
ir_texture *tex = new(mem_ctx) ir_texture(ir_samples_identical);
tex->coordinate = var_ref(P);
tex->set_sampler(var_ref(s), return_type);
body.emit(ret(tex));
return sig;
}
UNOPA(dFdx, ir_unop_dFdx)
UNOPA(dFdxCoarse, ir_unop_dFdx_coarse)
UNOPA(dFdxFine, ir_unop_dFdx_fine)
UNOPA(dFdy, ir_unop_dFdy)
UNOPA(dFdyCoarse, ir_unop_dFdy_coarse)
UNOPA(dFdyFine, ir_unop_dFdy_fine)
ir_function_signature *
builtin_builder::_fwidth(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(type, avail, 1, p);
body.emit(ret(add(abs(expr(ir_unop_dFdx, p)), abs(expr(ir_unop_dFdy, p)))));
return sig;
}
ir_function_signature *
builtin_builder::_fwidthCoarse(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(type, avail, 1, p);
body.emit(ret(add(abs(expr(ir_unop_dFdx_coarse, p)),
abs(expr(ir_unop_dFdy_coarse, p)))));
return sig;
}
ir_function_signature *
builtin_builder::_fwidthFine(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(type, avail, 1, p);
body.emit(ret(add(abs(expr(ir_unop_dFdx_fine, p)),
abs(expr(ir_unop_dFdy_fine, p)))));
return sig;
}
ir_function_signature *
builtin_builder::_noise1(const glsl_type *type)
{
/* From the GLSL 4.60 specification:
*
* "The noise functions noise1, noise2, noise3, and noise4 have been
* deprecated starting with version 4.4 of GLSL. When not generating
* SPIR-V they are defined to return the value 0.0 or a vector whose
* components are all 0.0. When generating SPIR-V the noise functions
* are not declared and may not be used."
*
* In earlier versions of the GLSL specification attempt to define some
* sort of statistical noise function. However, the function's
* characteristics have always been such that always returning 0 is
* valid and Mesa has always returned 0 for noise on most drivers.
*/
ir_variable *p = in_var(type, "p");
MAKE_SIG(&glsl_type_builtin_float, v110, 1, p);
body.emit(ret(imm(&glsl_type_builtin_float, ir_constant_data())));
return sig;
}
ir_function_signature *
builtin_builder::_noise2(const glsl_type *type)
{
/* See builtin_builder::_noise1 */
ir_variable *p = in_var(type, "p");
MAKE_SIG(&glsl_type_builtin_vec2, v110, 1, p);
body.emit(ret(imm(&glsl_type_builtin_vec2, ir_constant_data())));
return sig;
}
ir_function_signature *
builtin_builder::_noise3(const glsl_type *type)
{
/* See builtin_builder::_noise1 */
ir_variable *p = in_var(type, "p");
MAKE_SIG(&glsl_type_builtin_vec3, v110, 1, p);
body.emit(ret(imm(&glsl_type_builtin_vec3, ir_constant_data())));
return sig;
}
ir_function_signature *
builtin_builder::_noise4(const glsl_type *type)
{
/* See builtin_builder::_noise1 */
ir_variable *p = in_var(type, "p");
MAKE_SIG(&glsl_type_builtin_vec4, v110, 1, p);
body.emit(ret(imm(&glsl_type_builtin_vec4, ir_constant_data())));
return sig;
}
ir_function_signature *
builtin_builder::_bitfieldExtract(const glsl_type *type)
{
bool is_uint = type->base_type == GLSL_TYPE_UINT;
ir_variable *value = in_var(type, "value");
ir_variable *offset = in_var(&glsl_type_builtin_int, "offset");
ir_variable *bits = in_var(&glsl_type_builtin_int, "bits");
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, value, offset,
bits);
operand cast_offset = is_uint ? i2u(offset) : operand(offset);
operand cast_bits = is_uint ? i2u(bits) : operand(bits);
body.emit(ret(expr(ir_triop_bitfield_extract, value,
swizzle(cast_offset, SWIZZLE_XXXX, type->vector_elements),
swizzle(cast_bits, SWIZZLE_XXXX, type->vector_elements))));
return sig;
}
ir_function_signature *
builtin_builder::_bitfieldInsert(const glsl_type *type)
{
bool is_uint = type->base_type == GLSL_TYPE_UINT;
ir_variable *base = in_var(type, "base");
ir_variable *insert = in_var(type, "insert");
ir_variable *offset = in_var(&glsl_type_builtin_int, "offset");
ir_variable *bits = in_var(&glsl_type_builtin_int, "bits");
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 4, base, insert,
offset, bits);
operand cast_offset = is_uint ? i2u(offset) : operand(offset);
operand cast_bits = is_uint ? i2u(bits) : operand(bits);
body.emit(ret(bitfield_insert(base, insert,
swizzle(cast_offset, SWIZZLE_XXXX, type->vector_elements),
swizzle(cast_bits, SWIZZLE_XXXX, type->vector_elements))));
return sig;
}
ir_function_signature *
builtin_builder::_bitfieldReverse(const glsl_type *type)
{
ir_variable *x = in_highp_var(type, "x");
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 1, x);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(ret(expr(ir_unop_bitfield_reverse, x)));
return sig;
}
ir_function_signature *
builtin_builder::_bitCount(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_ivec_type(type->vector_elements), gpu_shader5_or_es31_or_integer_functions, 1, x);
sig->return_precision = GLSL_PRECISION_LOW;
body.emit(ret(expr(ir_unop_bit_count, x)));
return sig;
}
ir_function_signature *
builtin_builder::_findLSB(const glsl_type *type)
{
ir_variable *x = in_highp_var(type, "x");
MAKE_SIG(glsl_ivec_type(type->vector_elements), gpu_shader5_or_es31_or_integer_functions, 1, x);
sig->return_precision = GLSL_PRECISION_LOW;
body.emit(ret(expr(ir_unop_find_lsb, x)));
return sig;
}
ir_function_signature *
builtin_builder::_findMSB(const glsl_type *type)
{
ir_variable *x = in_highp_var(type, "x");
MAKE_SIG(glsl_ivec_type(type->vector_elements), gpu_shader5_or_es31_or_integer_functions, 1, x);
sig->return_precision = GLSL_PRECISION_LOW;
body.emit(ret(expr(ir_unop_find_msb, x)));
return sig;
}
ir_function_signature *
builtin_builder::_countLeadingZeros(builtin_available_predicate avail,
const glsl_type *type)
{
return unop(avail, ir_unop_clz,
glsl_uvec_type(type->vector_elements), type);
}
ir_function_signature *
builtin_builder::_countTrailingZeros(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *a = in_var(type, "a");
MAKE_SIG(glsl_uvec_type(type->vector_elements), avail, 1, a);
body.emit(ret(ir_builder::min2(
ir_builder::i2u(ir_builder::expr(ir_unop_find_lsb, a)),
imm(32u))));
return sig;
}
ir_function_signature *
builtin_builder::_fma(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *a = in_var(type, "a");
ir_variable *b = in_var(type, "b");
ir_variable *c = in_var(type, "c");
MAKE_SIG(type, avail, 3, a, b, c);
body.emit(ret(ir_builder::fma(a, b, c)));
return sig;
}
ir_function_signature *
builtin_builder::_ldexp(const glsl_type *x_type, const glsl_type *exp_type)
{
ir_variable *x = in_highp_var(x_type, "x");
ir_variable *y = in_highp_var(exp_type, "y");
builtin_available_predicate avail = glsl_type_is_double(x_type) ? fp64 :
(glsl_type_is_float_16(x_type) ?
gpu_shader_half_float : gpu_shader5_or_es31_or_integer_functions);
MAKE_SIG(x_type, avail, 2, x, y);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(ret(expr(ir_binop_ldexp, x, y)));
return sig;
}
ir_function_signature *
builtin_builder::_frexp(const glsl_type *x_type, const glsl_type *exp_type)
{
ir_variable *x = in_highp_var(x_type, "x");
ir_variable *exponent = out_var(exp_type, "exp");
builtin_available_predicate avail = glsl_type_is_double(x_type) ? fp64 :
(glsl_type_is_float_16(x_type) ?
gpu_shader_half_float : gpu_shader5_or_es31_or_integer_functions);
MAKE_SIG(x_type, avail, 2, x, exponent);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(assign(exponent, expr(ir_unop_frexp_exp, x)));
body.emit(ret(expr(ir_unop_frexp_sig, x)));
return sig;
}
ir_function_signature *
builtin_builder::_uaddCarry(const glsl_type *type)
{
ir_variable *x = in_highp_var(type, "x");
ir_variable *y = in_highp_var(type, "y");
ir_variable *carry = out_lowp_var(type, "carry");
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, x, y, carry);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(assign(carry, ir_builder::carry(x, y)));
body.emit(ret(add(x, y)));
return sig;
}
ir_function_signature *
builtin_builder::_addSaturate(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_add_sat, type, type, type);
}
ir_function_signature *
builtin_builder::_usubBorrow(const glsl_type *type)
{
ir_variable *x = in_highp_var(type, "x");
ir_variable *y = in_highp_var(type, "y");
ir_variable *borrow = out_lowp_var(type, "borrow");
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, x, y, borrow);
sig->return_precision = GLSL_PRECISION_HIGH;
body.emit(assign(borrow, ir_builder::borrow(x, y)));
body.emit(ret(sub(x, y)));
return sig;
}
ir_function_signature *
builtin_builder::_subtractSaturate(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_sub_sat, type, type, type);
}
ir_function_signature *
builtin_builder::_absoluteDifference(builtin_available_predicate avail,
const glsl_type *type)
{
/* absoluteDifference returns an unsigned type that has the same number of
* bits and number of vector elements as the type of the operands.
*/
return binop(avail, ir_binop_abs_sub,
glsl_simple_type(glsl_unsigned_base_type_of(type->base_type),
type->vector_elements, 1),
type, type);
}
ir_function_signature *
builtin_builder::_average(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_avg, type, type, type);
}
ir_function_signature *
builtin_builder::_averageRounded(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_avg_round, type, type, type);
}
/**
* For both imulExtended() and umulExtended() built-ins.
*/
ir_function_signature *
builtin_builder::_mulExtended(const glsl_type *type)
{
const glsl_type *mul_type, *unpack_type;
ir_expression_operation unpack_op;
if (type->base_type == GLSL_TYPE_INT) {
unpack_op = ir_unop_unpack_int_2x32;
mul_type = glsl_simple_type(GLSL_TYPE_INT64, type->vector_elements, 1);
unpack_type = &glsl_type_builtin_ivec2;
} else {
unpack_op = ir_unop_unpack_uint_2x32;
mul_type = glsl_simple_type(GLSL_TYPE_UINT64, type->vector_elements, 1);
unpack_type = &glsl_type_builtin_uvec2;
}
ir_variable *x = in_highp_var(type, "x");
ir_variable *y = in_highp_var(type, "y");
ir_variable *msb = out_highp_var(type, "msb");
ir_variable *lsb = out_highp_var(type, "lsb");
MAKE_SIG(&glsl_type_builtin_void, gpu_shader5_or_es31_or_integer_functions, 4, x, y, msb, lsb);
ir_variable *unpack_val = body.make_temp(unpack_type, "_unpack_val");
ir_expression *mul_res = new(mem_ctx) ir_expression(ir_binop_mul, mul_type,
new(mem_ctx)ir_dereference_variable(x),
new(mem_ctx)ir_dereference_variable(y));
if (type->vector_elements == 1) {
body.emit(assign(unpack_val, expr(unpack_op, mul_res)));
body.emit(assign(msb, swizzle_y(unpack_val)));
body.emit(assign(lsb, swizzle_x(unpack_val)));
} else {
for (int i = 0; i < type->vector_elements; i++) {
body.emit(assign(unpack_val, expr(unpack_op, swizzle(mul_res, i, 1))));
body.emit(assign(array_ref(msb, i), swizzle_y(unpack_val)));
body.emit(assign(array_ref(lsb, i), swizzle_x(unpack_val)));
}
}
return sig;
}
ir_function_signature *
builtin_builder::_multiply32x16(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_mul_32x16, type, type, type);
}
ir_function_signature *
builtin_builder::_interpolateAtCentroid(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *interpolant = in_var(type, "interpolant");
interpolant->data.must_be_shader_input = 1;
MAKE_SIG(type, fs_interpolate_at, 1, interpolant);
body.emit(ret(interpolate_at_centroid(interpolant)));
return sig;
}
ir_function_signature *
builtin_builder::_interpolateAtOffset(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *interpolant = in_var(type, "interpolant");
interpolant->data.must_be_shader_input = 1;
ir_variable *offset = in_var(glsl_type_is_float_16(type) ? &glsl_type_builtin_f16vec2 : &glsl_type_builtin_vec2, "offset");
MAKE_SIG(type, fs_interpolate_at, 2, interpolant, offset);
body.emit(ret(interpolate_at_offset(interpolant, offset)));
return sig;
}
ir_function_signature *
builtin_builder::_interpolateAtSample(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *interpolant = in_var(type, "interpolant");
interpolant->data.must_be_shader_input = 1;
ir_variable *sample_num = in_var(&glsl_type_builtin_int, "sample_num");
MAKE_SIG(type, fs_interpolate_at, 2, interpolant, sample_num);
body.emit(ret(interpolate_at_sample(interpolant, sample_num)));
return sig;
}
/* The highp isn't specified in the built-in function descriptions, but in the
* atomic counter description: "The default precision of all atomic types is
* highp. It is an error to declare an atomic type with a different precision or
* to specify the default precision for an atomic type to be lowp or mediump."
*/
ir_function_signature *
builtin_builder::_atomic_counter_intrinsic(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "counter");
MAKE_INTRINSIC(&glsl_type_builtin_uint, id, avail, 1, counter);
return sig;
}
ir_function_signature *
builtin_builder::_atomic_counter_intrinsic1(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "counter");
ir_variable *data = in_var(&glsl_type_builtin_uint, "data");
MAKE_INTRINSIC(&glsl_type_builtin_uint, id, avail, 2, counter, data);
return sig;
}
ir_function_signature *
builtin_builder::_atomic_counter_intrinsic2(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "counter");
ir_variable *compare = in_var(&glsl_type_builtin_uint, "compare");
ir_variable *data = in_var(&glsl_type_builtin_uint, "data");
MAKE_INTRINSIC(&glsl_type_builtin_uint, id, avail, 3, counter, compare, data);
return sig;
}
ir_function_signature *
builtin_builder::_atomic_intrinsic2(builtin_available_predicate avail,
const glsl_type *type,
enum ir_intrinsic_id id)
{
ir_variable *atomic = in_var(type, "atomic");
ir_variable *data = in_var(type, "data");
MAKE_INTRINSIC(type, id, avail, 2, atomic, data);
return sig;
}
ir_function_signature *
builtin_builder::_atomic_intrinsic3(builtin_available_predicate avail,
const glsl_type *type,
enum ir_intrinsic_id id)
{
ir_variable *atomic = in_var(type, "atomic");
ir_variable *data1 = in_var(type, "data1");
ir_variable *data2 = in_var(type, "data2");
MAKE_INTRINSIC(type, id, avail, 3, atomic, data1, data2);
return sig;
}
ir_function_signature *
builtin_builder::_atomic_counter_op(const char *intrinsic,
builtin_available_predicate avail)
{
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "atomic_counter");
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, counter);
ir_variable *retval = body.make_temp(&glsl_type_builtin_uint, "atomic_retval");
body.emit(call(symbols->get_function(intrinsic), retval,
sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_atomic_counter_op1(const char *intrinsic,
builtin_available_predicate avail)
{
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "atomic_counter");
ir_variable *data = in_var(&glsl_type_builtin_uint, "data");
MAKE_SIG(&glsl_type_builtin_uint, avail, 2, counter, data);
ir_variable *retval = body.make_temp(&glsl_type_builtin_uint, "atomic_retval");
/* Instead of generating an __intrinsic_atomic_sub, generate an
* __intrinsic_atomic_add with the data parameter negated.
*/
if (strcmp("__intrinsic_atomic_sub", intrinsic) == 0) {
ir_variable *const neg_data =
body.make_temp(&glsl_type_builtin_uint, "neg_data");
body.emit(assign(neg_data, neg(data)));
exec_list parameters;
parameters.push_tail(new(mem_ctx) ir_dereference_variable(counter));
parameters.push_tail(new(mem_ctx) ir_dereference_variable(neg_data));
ir_function *const func =
symbols->get_function("__intrinsic_atomic_add");
ir_instruction *const c = call(func, retval, parameters);
assert(c != NULL);
assert(parameters.is_empty());
body.emit(c);
} else {
body.emit(call(symbols->get_function(intrinsic), retval,
sig->parameters));
}
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_atomic_counter_op2(const char *intrinsic,
builtin_available_predicate avail)
{
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "atomic_counter");
ir_variable *compare = in_var(&glsl_type_builtin_uint, "compare");
ir_variable *data = in_var(&glsl_type_builtin_uint, "data");
MAKE_SIG(&glsl_type_builtin_uint, avail, 3, counter, compare, data);
ir_variable *retval = body.make_temp(&glsl_type_builtin_uint, "atomic_retval");
body.emit(call(symbols->get_function(intrinsic), retval,
sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_atomic_op2(const char *intrinsic,
builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *atomic = in_var(type, "atomic_var");
ir_variable *data = in_var(type, "atomic_data");
MAKE_SIG(type, avail, 2, atomic, data);
atomic->data.implicit_conversion_prohibited = true;
ir_variable *retval = body.make_temp(type, "atomic_retval");
body.emit(call(symbols->get_function(intrinsic), retval,
sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_atomic_op3(const char *intrinsic,
builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *atomic = in_var(type, "atomic_var");
ir_variable *data1 = in_var(type, "atomic_data1");
ir_variable *data2 = in_var(type, "atomic_data2");
MAKE_SIG(type, avail, 3, atomic, data1, data2);
atomic->data.implicit_conversion_prohibited = true;
ir_variable *retval = body.make_temp(type, "atomic_retval");
body.emit(call(symbols->get_function(intrinsic), retval,
sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_min3(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *z = in_var(type, "z");
MAKE_SIG(type, avail, 3, x, y, z);
ir_expression *min3 = min2(x, min2(y,z));
body.emit(ret(min3));
return sig;
}
ir_function_signature *
builtin_builder::_max3(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *z = in_var(type, "z");
MAKE_SIG(type, avail, 3, x, y, z);
ir_expression *max3 = max2(x, max2(y,z));
body.emit(ret(max3));
return sig;
}
ir_function_signature *
builtin_builder::_mid3(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *z = in_var(type, "z");
MAKE_SIG(type, avail, 3, x, y, z);
ir_expression *mid3 = max2(min2(x, y), max2(min2(x, z), min2(y, z)));
body.emit(ret(mid3));
return sig;
}
static builtin_available_predicate
get_image_available_predicate(const glsl_type *type, unsigned flags)
{
if ((flags & IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE) &&
type->sampled_type == GLSL_TYPE_FLOAT)
return shader_image_atomic_exchange_float;
if ((flags & IMAGE_FUNCTION_AVAIL_ATOMIC_ADD) &&
type->sampled_type == GLSL_TYPE_FLOAT)
return shader_image_atomic_add_float;
else if (flags & (IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE |
IMAGE_FUNCTION_AVAIL_ATOMIC_ADD |
IMAGE_FUNCTION_AVAIL_ATOMIC))
return shader_image_atomic;
else if (flags & IMAGE_FUNCTION_EXT_ONLY)
return shader_image_load_store_ext;
else if (flags & IMAGE_FUNCTION_SPARSE)
return shader_image_load_store_and_sparse;
else
return shader_image_load_store;
}
ir_function_signature *
builtin_builder::_image_prototype(const glsl_type *image_type,
unsigned num_arguments,
unsigned flags)
{
const glsl_type *data_type = glsl_simple_type(
image_type->sampled_type,
(flags & IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE ? 4 : 1),
1);
const glsl_type *ret_type;
if (flags & IMAGE_FUNCTION_RETURNS_VOID)
ret_type = &glsl_type_builtin_void;
else if (flags & IMAGE_FUNCTION_SPARSE) {
if (flags & IMAGE_FUNCTION_EMIT_STUB)
ret_type = &glsl_type_builtin_int;
else {
/* code holds residency info */
glsl_struct_field fields[2] = {
glsl_struct_field(&glsl_type_builtin_int, "code"),
glsl_struct_field(data_type, "texel"),
};
ret_type = glsl_struct_type(fields, 2, "struct", false /* packed */);
}
} else
ret_type = data_type;
/* Addressing arguments that are always present. */
ir_variable *image = in_var(image_type, "image");
ir_variable *coord = in_var(
glsl_ivec_type(glsl_get_sampler_coordinate_components(image_type)), "coord");
ir_function_signature *sig = new_sig(
ret_type, get_image_available_predicate(image_type, flags),
2, image, coord);
/* Sample index for multisample images. */
if (image_type->sampler_dimensionality == GLSL_SAMPLER_DIM_MS)
sig->parameters.push_tail(in_var(&glsl_type_builtin_int, "sample"));
/* Data arguments. */
for (unsigned i = 0; i < num_arguments; ++i) {
char *arg_name = ralloc_asprintf(NULL, "arg%d", i);
sig->parameters.push_tail(in_var(data_type, arg_name));
ralloc_free(arg_name);
}
/* Set the maximal set of qualifiers allowed for this image
* built-in. Function calls with arguments having fewer
* qualifiers than present in the prototype are allowed by the
* spec, but not with more, i.e. this will make the compiler
* accept everything that needs to be accepted, and reject cases
* like loads from write-only or stores to read-only images.
*/
image->data.memory_read_only = (flags & IMAGE_FUNCTION_READ_ONLY) != 0;
image->data.memory_write_only = (flags & IMAGE_FUNCTION_WRITE_ONLY) != 0;
image->data.memory_coherent = true;
image->data.memory_volatile = true;
image->data.memory_restrict = true;
return sig;
}
ir_function_signature *
builtin_builder::_image_size_prototype(const glsl_type *image_type,
unsigned /* num_arguments */,
unsigned /* flags */)
{
const glsl_type *ret_type;
unsigned num_components = glsl_get_sampler_coordinate_components(image_type);
/* From the ARB_shader_image_size extension:
* "Cube images return the dimensions of one face."
*/
if (image_type->sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE &&
!image_type->sampler_array) {
num_components = 2;
}
/* FIXME: Add the highp precision qualifier for GLES 3.10 when it is
* supported by mesa.
*/
ret_type = glsl_simple_type(GLSL_TYPE_INT, num_components, 1);
ir_variable *image = in_var(image_type, "image");
ir_function_signature *sig = new_sig(ret_type, shader_image_size, 1, image);
/* Set the maximal set of qualifiers allowed for this image
* built-in. Function calls with arguments having fewer
* qualifiers than present in the prototype are allowed by the
* spec, but not with more, i.e. this will make the compiler
* accept everything that needs to be accepted, and reject cases
* like loads from write-only or stores to read-only images.
*/
image->data.memory_read_only = true;
image->data.memory_write_only = true;
image->data.memory_coherent = true;
image->data.memory_volatile = true;
image->data.memory_restrict = true;
return sig;
}
ir_function_signature *
builtin_builder::_image_samples_prototype(const glsl_type *image_type,
unsigned /* num_arguments */,
unsigned /* flags */)
{
ir_variable *image = in_var(image_type, "image");
ir_function_signature *sig =
new_sig(&glsl_type_builtin_int, shader_samples, 1, image);
/* Set the maximal set of qualifiers allowed for this image
* built-in. Function calls with arguments having fewer
* qualifiers than present in the prototype are allowed by the
* spec, but not with more, i.e. this will make the compiler
* accept everything that needs to be accepted, and reject cases
* like loads from write-only or stores to read-only images.
*/
image->data.memory_read_only = true;
image->data.memory_write_only = true;
image->data.memory_coherent = true;
image->data.memory_volatile = true;
image->data.memory_restrict = true;
return sig;
}
ir_function_signature *
builtin_builder::_image(image_prototype_ctr prototype,
const glsl_type *image_type,
const char *intrinsic_name,
unsigned num_arguments,
unsigned flags,
enum ir_intrinsic_id id)
{
ir_function_signature *sig = (this->*prototype)(image_type,
num_arguments, flags);
if (flags & IMAGE_FUNCTION_EMIT_STUB) {
ir_factory body(&sig->body, mem_ctx);
ir_function *f = symbols->get_function(intrinsic_name);
if (flags & IMAGE_FUNCTION_RETURNS_VOID) {
body.emit(call(f, NULL, sig->parameters));
} else if (flags & IMAGE_FUNCTION_SPARSE) {
ir_function_signature *intr_sig =
f->exact_matching_signature(NULL, &sig->parameters);
assert(intr_sig);
ir_variable *ret_val = body.make_temp(intr_sig->return_type, "_ret_val");
ir_dereference_record *texel_field = record_ref(ret_val, "texel");
ir_variable *texel = out_var(texel_field->type, "texel");
/* Add texel param to builtin function after call intrinsic function
* because they have different prototype:
* struct {int code; gvec4 texel;} __intrinsic_image_sparse_load(in)
* int sparseImageLoad(in, out texel)
*/
body.emit(call(f, ret_val, sig->parameters));
sig->parameters.push_tail(texel);
body.emit(assign(texel, texel_field));
body.emit(ret(record_ref(ret_val, "code")));
} else {
ir_variable *ret_val =
body.make_temp(sig->return_type, "_ret_val");
/* all non-void image functions return highp, so make our temporary and return
* value in the signature highp.
*/
ret_val->data.precision = GLSL_PRECISION_HIGH;
body.emit(call(f, ret_val, sig->parameters));
body.emit(ret(ret_val));
}
sig->is_defined = true;
} else {
sig->intrinsic_id = id;
}
sig->return_precision = GLSL_PRECISION_HIGH;
return sig;
}
ir_function_signature *
builtin_builder::_memory_barrier_intrinsic(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
MAKE_INTRINSIC(&glsl_type_builtin_void, id, avail, 0);
return sig;
}
ir_function_signature *
builtin_builder::_memory_barrier(const char *intrinsic_name,
builtin_available_predicate avail)
{
MAKE_SIG(&glsl_type_builtin_void, avail, 0);
body.emit(call(symbols->get_function(intrinsic_name),
NULL, sig->parameters));
return sig;
}
ir_function_signature *
builtin_builder::_ballot_intrinsic(const glsl_type *type)
{
ir_variable *value = in_var(&glsl_type_builtin_bool, "value");
MAKE_INTRINSIC(type, ir_intrinsic_ballot, shader_ballot, 1, value);
return sig;
}
ir_function_signature *
builtin_builder::_ballot(const glsl_type *type, builtin_available_predicate avail)
{
ir_variable *value = in_var(&glsl_type_builtin_bool, "value");
MAKE_SIG(type, avail, 1, value);
ir_variable *retval = body.make_temp(type, "retval");
if (type == &glsl_type_builtin_uint64_t) {
body.emit(call(symbols->get_function("__intrinsic_ballot_uint64"),
retval, sig->parameters));
} else {
assert(type == &glsl_type_builtin_uvec4);
body.emit(call(symbols->get_function("__intrinsic_ballot_uvec4"),
retval, sig->parameters));
}
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_inverse_ballot_intrinsic()
{
ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value");
MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_inverse_ballot, ballot_khr, 1, value);
return sig;
}
ir_function_signature *
builtin_builder::_inverse_ballot()
{
ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value");
MAKE_SIG(&glsl_type_builtin_bool, ballot_khr, 1, value);
ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval");
body.emit(call(symbols->get_function("__intrinsic_inverse_ballot"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_ballot_bit_extract_intrinsic()
{
ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value");
ir_variable *index = in_var(&glsl_type_builtin_uint, "index");
MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_ballot_bit_extract, ballot_khr,
2, value, index);
return sig;
}
ir_function_signature *
builtin_builder::_ballot_bit_extract()
{
ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value");
ir_variable *index = in_var(&glsl_type_builtin_uint, "index");
MAKE_SIG(&glsl_type_builtin_bool, ballot_khr, 2, value, index);
ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval");
body.emit(call(symbols->get_function("__intrinsic_ballot_bit_extract"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_ballot_bit_intrinsic(enum ir_intrinsic_id id)
{
ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value");
MAKE_INTRINSIC(&glsl_type_builtin_uint, id, ballot_khr, 1, value);
return sig;
}
ir_function_signature *
builtin_builder::_ballot_bit(const char *intrinsic_name)
{
ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value");
MAKE_SIG(&glsl_type_builtin_uint, ballot_khr, 1, value);
ir_variable *retval = body.make_temp(&glsl_type_builtin_uint, "retval");
body.emit(call(symbols->get_function(intrinsic_name), retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_read_first_invocation_intrinsic(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
MAKE_INTRINSIC(type, ir_intrinsic_read_first_invocation,
glsl_type_is_double(type) ? shader_ballot_and_fp64 : shader_ballot,
1, value);
return sig;
}
ir_function_signature *
builtin_builder::_read_first_invocation(const glsl_type *type, builtin_available_predicate avail)
{
ir_variable *value = in_var(type, "value");
MAKE_SIG(type, avail, 1, value);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(symbols->get_function("__intrinsic_read_first_invocation"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_read_invocation_intrinsic(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *invocation = in_var(&glsl_type_builtin_uint, "invocation");
MAKE_INTRINSIC(type, ir_intrinsic_read_invocation,
glsl_type_is_double(type) ? shader_ballot_and_fp64 : shader_ballot,
2, value, invocation);
return sig;
}
ir_function_signature *
builtin_builder::_read_invocation(const glsl_type *type, builtin_available_predicate avail)
{
ir_variable *value = in_var(type, "value");
ir_variable *invocation = in_var(&glsl_type_builtin_uint, "invocation");
MAKE_SIG(type, avail, 2, value, invocation);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(symbols->get_function("__intrinsic_read_invocation"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_invocation_interlock_intrinsic(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
MAKE_INTRINSIC(&glsl_type_builtin_void, id, avail, 0);
return sig;
}
ir_function_signature *
builtin_builder::_invocation_interlock(const char *intrinsic_name,
builtin_available_predicate avail)
{
MAKE_SIG(&glsl_type_builtin_void, avail, 0);
body.emit(call(symbols->get_function(intrinsic_name),
NULL, sig->parameters));
return sig;
}
ir_function_signature *
builtin_builder::_shader_clock_intrinsic(builtin_available_predicate avail,
const glsl_type *type)
{
MAKE_INTRINSIC(type, ir_intrinsic_shader_clock, avail, 0);
return sig;
}
ir_function_signature *
builtin_builder::_shader_clock(builtin_available_predicate avail,
const glsl_type *type)
{
MAKE_SIG(type, avail, 0);
ir_variable *retval = body.make_temp(&glsl_type_builtin_uvec2, "clock_retval");
body.emit(call(symbols->get_function("__intrinsic_shader_clock"),
retval, sig->parameters));
if (type == &glsl_type_builtin_uint64_t) {
body.emit(ret(expr(ir_unop_pack_uint_2x32, retval)));
} else {
body.emit(ret(retval));
}
return sig;
}
ir_function_signature *
builtin_builder::_shader_clock_realtime_intrinsic(builtin_available_predicate avail,
const glsl_type *type)
{
MAKE_INTRINSIC(type, ir_intrinsic_shader_clock_realtime, avail, 0);
return sig;
}
ir_function_signature *
builtin_builder::_shader_clock_realtime(builtin_available_predicate avail,
const glsl_type *type)
{
MAKE_SIG(type, avail, 0);
ir_variable *retval = body.make_temp(&glsl_type_builtin_uvec2, "clock_retval");
body.emit(call(symbols->get_function("__intrinsic_shader_clock_realtime"),
retval, sig->parameters));
if (type == &glsl_type_builtin_uint64_t) {
body.emit(ret(expr(ir_unop_pack_uint_2x32, retval)));
} else {
body.emit(ret(retval));
}
return sig;
}
ir_function_signature *
builtin_builder::_vote_intrinsic(const glsl_type *type,
builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
ir_variable *value = in_var(type, "value");
MAKE_INTRINSIC(&glsl_type_builtin_bool, id, avail, 1, value);
return sig;
}
ir_function_signature *
builtin_builder::_vote(const glsl_type *type,
builtin_available_predicate avail,
const char *intrinsic_name)
{
ir_variable *value = in_var(type, "value");
MAKE_SIG(&glsl_type_builtin_bool, avail, 1, value);
ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval");
body.emit(call(symbols->get_function(intrinsic_name),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_helper_invocation_intrinsic()
{
MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_helper_invocation,
demote_to_helper_invocation, 0);
return sig;
}
ir_function_signature *
builtin_builder::_helper_invocation()
{
MAKE_SIG(&glsl_type_builtin_bool, demote_to_helper_invocation, 0);
ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval");
body.emit(call(symbols->get_function("__intrinsic_helper_invocation"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_subgroup_barrier_intrinsic(enum ir_intrinsic_id id,
builtin_available_predicate avail)
{
MAKE_INTRINSIC(&glsl_type_builtin_void, id, avail, 0);
return sig;
}
ir_function_signature *
builtin_builder::_subgroup_barrier(const char *intrinsic_name,
builtin_available_predicate avail)
{
MAKE_SIG(&glsl_type_builtin_void, avail, 0);
body.emit(call(symbols->get_function(intrinsic_name), NULL, sig->parameters));
return sig;
}
ir_function_signature *
builtin_builder::_elect_intrinsic()
{
MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_elect, subgroup_basic, 0);
return sig;
}
ir_function_signature *
builtin_builder::_elect()
{
MAKE_SIG(&glsl_type_builtin_bool, subgroup_basic, 0);
ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval");
body.emit(call(symbols->get_function("__intrinsic_elect"), retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_shuffle_intrinsic(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *id = in_var(&glsl_type_builtin_uint, "id");
MAKE_INTRINSIC(type, ir_intrinsic_shuffle,
glsl_type_is_double(type) ? subgroup_shuffle_and_fp64 : subgroup_shuffle,
2, value, id);
return sig;
}
ir_function_signature *
builtin_builder::_shuffle(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *id = in_var(&glsl_type_builtin_uint, "id");
MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_shuffle_and_fp64 : subgroup_shuffle,
2, value, id);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(symbols->get_function("__intrinsic_shuffle"), retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_shuffle_xor_intrinsic(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *mask = in_var(&glsl_type_builtin_uint, "mask");
MAKE_INTRINSIC(type, ir_intrinsic_shuffle_xor,
glsl_type_is_double(type) ? subgroup_shuffle_and_fp64 : subgroup_shuffle,
2, value, mask);
return sig;
}
ir_function_signature *
builtin_builder::_shuffle_xor(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *mask = in_var(&glsl_type_builtin_uint, "mask");
MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_shuffle_and_fp64 : subgroup_shuffle,
2, value, mask);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(symbols->get_function("__intrinsic_shuffle_xor"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_shuffle_up_intrinsic(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *delta = in_var(&glsl_type_builtin_uint, "delta");
MAKE_INTRINSIC(type, ir_intrinsic_shuffle_up,
glsl_type_is_double(type) ? subgroup_shuffle_relative_and_fp64 : subgroup_shuffle_relative,
2, value, delta);
return sig;
}
ir_function_signature *
builtin_builder::_shuffle_up(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *delta = in_var(&glsl_type_builtin_uint, "delta");
MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_shuffle_relative_and_fp64 : subgroup_shuffle_relative,
2, value, delta);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(symbols->get_function("__intrinsic_shuffle_up"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_shuffle_down_intrinsic(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *delta = in_var(&glsl_type_builtin_uint, "delta");
MAKE_INTRINSIC(type, ir_intrinsic_shuffle_down,
glsl_type_is_double(type) ? subgroup_shuffle_relative_and_fp64 : subgroup_shuffle_relative,
2, value, delta);
return sig;
}
ir_function_signature *
builtin_builder::_shuffle_down(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *delta = in_var(&glsl_type_builtin_uint, "delta");
MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_shuffle_relative_and_fp64 : subgroup_shuffle_relative,
2, value, delta);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(symbols->get_function("__intrinsic_shuffle_down"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_subgroup_arithmetic_intrinsic(const glsl_type *type, enum ir_intrinsic_id id)
{
ir_variable *value = in_var(type, "value");
MAKE_INTRINSIC(type, id,
glsl_type_is_double(type) ? subgroup_arithmetic_and_fp64 : subgroup_arithmetic,
1, value);
return sig;
}
ir_function_signature *
builtin_builder::_subgroup_arithmetic(const glsl_type *type, const char *intrinsic_name)
{
ir_variable *value = in_var(type, "value");
MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_arithmetic_and_fp64 : subgroup_arithmetic,
1, value);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(symbols->get_function(intrinsic_name), retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_subgroup_clustered_intrinsic(const glsl_type *type, enum ir_intrinsic_id id)
{
ir_variable *value = in_var(type, "value");
ir_variable *size =
new(mem_ctx) ir_variable(&glsl_type_builtin_uint, "clusterSize", ir_var_const_in);
MAKE_INTRINSIC(type, id,
glsl_type_is_double(type) ? subgroup_clustered_and_fp64 : subgroup_clustered,
2, value, size);
return sig;
}
ir_function_signature *
builtin_builder::_subgroup_clustered(const glsl_type *type, const char *intrinsic_name)
{
ir_variable *value = in_var(type, "value");
ir_variable *size =
new(mem_ctx) ir_variable(&glsl_type_builtin_uint, "clusterSize", ir_var_const_in);
MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_clustered_and_fp64 : subgroup_clustered,
2, value, size);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(symbols->get_function(intrinsic_name), retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_quad_broadcast_intrinsic(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *id = in_var(&glsl_type_builtin_uint, "id");
MAKE_INTRINSIC(type, ir_intrinsic_quad_broadcast,
glsl_type_is_double(type) ? subgroup_quad_and_fp64 : subgroup_quad,
2, value, id);
return sig;
}
ir_function_signature *
builtin_builder::_quad_broadcast(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *id = in_var(&glsl_type_builtin_uint, "id");
MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_quad_and_fp64 : subgroup_quad,
2, value, id);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(symbols->get_function("__intrinsic_quad_broadcast"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_quad_swap_intrinsic(const glsl_type *type, enum ir_intrinsic_id id)
{
ir_variable *value = in_var(type, "value");
MAKE_INTRINSIC(type, id,
glsl_type_is_double(type) ? subgroup_quad_and_fp64 : subgroup_quad,
1, value);
return sig;
}
ir_function_signature *
builtin_builder::_quad_swap(const glsl_type *type, const char *intrinsic_name)
{
ir_variable *value = in_var(type, "value");
MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_quad_and_fp64 : subgroup_quad,
1, value);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(symbols->get_function(intrinsic_name), retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
/** @} */
/******************************************************************************/
/* The singleton instance of builtin_builder. */
static builtin_builder builtins;
static uint32_t builtin_users = 0;
/**
* External API (exposing the built-in module to the rest of the compiler):
* @{
*/
extern "C" void
_mesa_glsl_builtin_functions_init_or_ref()
{
simple_mtx_lock(&builtins_lock);
if (builtin_users++ == 0)
builtins.initialize();
simple_mtx_unlock(&builtins_lock);
}
extern "C" void
_mesa_glsl_builtin_functions_decref()
{
simple_mtx_lock(&builtins_lock);
assert(builtin_users != 0);
if (--builtin_users == 0)
builtins.release();
simple_mtx_unlock(&builtins_lock);
}
ir_function_signature *
_mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
const char *name, exec_list *actual_parameters)
{
ir_function_signature *s;
simple_mtx_lock(&builtins_lock);
s = builtins.find(state, name, actual_parameters);
simple_mtx_unlock(&builtins_lock);
return s;
}
bool
_mesa_glsl_has_builtin_function(_mesa_glsl_parse_state *state, const char *name)
{
ir_function *f;
bool ret = false;
simple_mtx_lock(&builtins_lock);
f = builtins.symbols->get_function(name);
if (f != NULL) {
foreach_in_list(ir_function_signature, sig, &f->signatures) {
if (sig->is_builtin_available(state)) {
ret = true;
break;
}
}
}
simple_mtx_unlock(&builtins_lock);
return ret;
}
struct glsl_symbol_table *
_mesa_glsl_get_builtin_function_symbols()
{
return builtins.symbols;
}
/**
* Get the function signature for main from a shader
*/
ir_function_signature *
_mesa_get_main_function_signature(glsl_symbol_table *symbol_table)
{
ir_function *const f = symbol_table->get_function("main");
if (f != NULL) {
exec_list void_parameters;
/* Look for the 'void main()' signature and ensure that it's defined.
* This keeps the linker from accidentally pick a shader that just
* contains a prototype for main.
*
* We don't have to check for multiple definitions of main (in multiple
* shaders) because that would have already been caught above.
*/
ir_function_signature *sig =
f->matching_signature(NULL, &void_parameters, false, false, false);
if ((sig != NULL) && sig->is_defined) {
return sig;
}
}
return NULL;
}
/** @} */